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Chrono Drive (PC)Chrono Drive is a game that I came onto late into the project (about 2 weeks from submission) and took on the role of audio lead. I assessed the gamed previous assets and current audio needs and then created an asset task list and began to work through it, with the limitation of using pre-existing material. At the end of the two weeks, I was able to get in all the remaining needed SFX, polish existing assets, clean out unneeded material, create the entire sound track, and re-record all the lines for the game and any additional new ones, and then get all of this implemented into the game.
Chrono Drive was selected for competitions for the 2016-2017 season. |
Relic (Cinematic)
This cinematic was a featured piece for the game, Relic. On this animation project, I was the audio lead and handled the overall mix, the recording and editing of the voice files, creation of the SFX, and spotting of all of the audio assets. While this project started out separate from the game, we incorporated it as the intro to the game. Along with the game it has received the following awards:
Featured at DigiPen Games Booth at PAX Prime 2015; featured at 2015 Seattle Transmedia & Independent Film Festival; selected for submitted to IndieCade and IGF 2015 DigiPen Game Awards (selected): 1st place: Best Spoken Dialog 1st place: Best Characters 2nd place: Best Music 2nd place: Best Sound Design 2nd place: Claude Comair Game of the Year |
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Miraculous (PC)
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Miraculous was a project in which I worked as the audio lead on. I was hired two weeks before the ship date and was required to meet certain expectations using FMOD as the middleware (a tool I was unfamiliar with). While the project was rushed, I was able to work with John Henke (Sound Designer) and Alexandra Lucas (Narrative Lead) to create a story for the game and a soundscape fitting for the games overall poetic experience.
Miraculous received the following awards: Featured at 2015 Seattle Transmedia & Independent Film Festival and selected for IGF 2016 Available for download here: http://games.digipen.edu/games/miraculous#.VjFvmfmrTIU |
Nwain (Web comic)
Nwain is an interactive web comic created by Terrana Cliff that I am contracted out to, to create music for each chapter of the comic. The goal of the music is to reflect the overall story of each of the chapters. I am given an idea and images and try to match the overall mood, feel, and events within the chapter.
To follow the progress and support the web comic, click this link: http://nwain.com/ |
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DollDrop (Mobile)
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Doll Drop is a simple rag-doll mobile game that I composed music for. I worked with 2 other composers (Shauny Sion Jang and John Henke) to create music for each of the three themes in the game (1 theme for each composer). We worked "over the fence" style to deliver the audio tracks to the developer and made sure the audio was compressed enough to fit within the audio budget.
The game is currently available on the android app store and Google Play at: https://play.google.com/store/apps/details?id=com.softcoregames.dolldropsetup&hl=en |
Streak (PC)
Streak is a solo project created by a talented game designer, Christopher Christensen. I provided music for his inventive 2-D Puzzle game. It is available for download at:
http://games.digipen.edu/games/streak-updated-information#.VjFuMfmrTIU |
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Quantanglement (PC)
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This is a project that I worked on about three weeks before the end of the semester. I joined with, John Henke (Sound Designer), to work on a project that would allow us to create interactive music and immersive sound design. During the three weeks I delivered five ambient looping tracks and one entirely custom intro track tied to the intro sequence. The project can be downloaded here:
http://games.digipen.edu/games/quantanglement#.Vi6rLvmrTIU |
Super Secret (Animation)
This was a senior animation that I got the chance to work on as the sound designer. I worked with Collin Meredith (Composer) on this project. In this animation, there was a lot going on in every single frame so I ended up taking the time spot as many sound effects as I could to actions in the animation while letting the music carry the story line/emotional arc. I recorded and edited all of the vocalizations of the father figure in this short animation. This project was also selected to be screened at the Los Angeles International Film Festival, and also at the Seattle Independent Film Festival (SIFF) in 2014.
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Om Nom Nom (Animation)
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This was a senior animation project. A challenge I had with this project was that the team was based in Singapore. We had to come up with a way to stay in contact with the international barrier between us while delivering a finalized project at the end of the semester. On this animation I was the composer partnered with, Rob Snyder. (Sound Designer). The goal of this project was to provide a comical approach to the music, without really giving too much away. I used the idea of each character having an instrument that describes their personality to helped move the story along, while giving the viewer an idea of what is actually going on in the animation.
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SunRise (Animation)
This was a senior animation in which a team of audio students, led by Chris Sabin (Audio Lead) worked on it. For this project I was asked to be the demon and I went in and tried some demonic sounding voices and they ultimately selected my voice to represent the demon portrayed in this animation.
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