top of page

GAME SOUND
PORTFOLIO

Highlights

WhatsApp Image 2023-12-04 at 15.38_edite

On Music Mechanics

Although the focus of this project was not the music itself, Jack Rathbone (https://jackfr.itch.io/) and I set out to discover the different ways sound and music could function as game mechanics. At the same time, I used it as an opportunity to learn how to use FMOD. By the end of the project, Jack Rathbone and I had created four games, each of which used sound and music as a game mechanic in different ways. 

The process of creating games in this way was particularly useful because, since the sound in these games had to be functional first and foremost, many "unmusical" decisions had to be made for the sake of communication and clarity. As a result, designing the sound for these games was a valuable experience in exploring the differences and advantages of game audio compared to the linear audio that many of us are so used to.

Midiban

Mechanic:  Note Identification

The goal is for the player to push note blocks around in order to match a melody. These notes are set out on a grid just like MIDI piano rolls in Digital Audio Workstations. Each block represents a note, which will change in pitch if pushed upwards or downwards, and timing if it is pushed either left or right. 

 

Midiban.png

Barrow

Mechanic:  Storytelling Through Music and Musical Cohesion

Explore an ancient barrow and find objects which once belonged to a skeleton. Each object will have memories attached to it in the form of music. The player's aim is to find the objects which fit together to form a song.

Barrow.png

Punk Manager

Mechanic:  Recognising Changes in Tempo

 

Run an unruly punk band that always ends up playing out of sync. When members start playing too slowly, throw them a beer to speed them back up. If they being to play too quickly, throw them a joint. The crowd will occasionally block your throws. 

Punk Manager.png

Synth Wizard

Mechanic: Keyboard Chord Playing

 

Use a mystical keyboard (a midi keyboard controller) to banish enemies. Cast Spells by playing chords on a keyboard and get past obstacles by using the correct spell and timing. Listening and recognising the different music genres helps the player to determine enemy weakness to specific spells. 

Synth Wizard.png
Video

'Drenched' Menu UI Sound

'Drenched' is a game created by Alyssa Coetzee (https://lysard.itch.io/) who invited me to design sound for the project. My aim for the menu was to focus on atmosphere and a clean UI audio aesthetic which did not disrupt the overall feeling of calm. Although it was not my focus, I also created the music for this scene. In doing so, I treated it as part of the atmosphere rather than a standalone track. 

'Dine In!'

'Dine In!' is a proof of concept for a horror game set in a 1960s-themed diner, worked on in conjunction with Michaela Bussey (https://mickybussey.itch.io/). 

There is a focus on atmospheric sound and sound effects rather than music, in order to build an unsettling atmosphere. There are three chapters to the story, each one more tension-filled than the last. The music for the first two chapters is diegetic, and would come from the diner's poor-quality speakers within the game world. This diegetic music within the first chapter consists of a Chuck Berry-inspired 12-bar blues, interspersed with static. This static only increases in the music of the second chapter. Finally, in the third chapter, the music becomes non-diegetic, and consists of eerie tones created by distorted guitar harmonics. 

about

I'm a paragraph. Click here to add your own text and edit me. It’s easy. Just click “Edit Text” or double click me to add your own content and make changes to the font. Feel free to drag and drop me anywhere you like on your page. I’m a great place for you to tell a story and let your users know a little more about you. ​

This is a great space to write long text about your company and your services. You can use this space to go into a little more detail about your company. Talk about your team and what services you provide. Tell your visitors the story of how you came up with the idea for your business and what makes you different from your competitors. Make your company stand out and show your visitors who you are.

About

Miscellaneous Sound Design

These are several of various practice clips which I have been working on in the past few months in order to better my understanding of sound design. 

'Otherworld'

'Otherworld' is a piece written for solo cello and electronics. The electronics are intended to be played from a quadrophonic sound system, with a speaker set up in each corner of the room. 

This piece was inspired by stories about the Otherworld in Celtic mythology, and how various people unwittingly become lost in it. The cello soloist represents a character, while the electronics in this piece create the world which this character interacts with and moves through. The live cello sound is captured and manipulated in various ways, musically symbolising how the character interacts with the strange magic of the faery Otherworld. The Otherworld is represented by the manipulated sounds in each section of the work.

©2035 by The Guardians. Powered and secured by Wix

bottom of page