GAME AUDIO WORK SAMPLES

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MAGE RAGE: SOUND DESIGN FOR ONLINE CCG

Above: Highlight reel of sound design for this web-based collectible card game from the Bay area's Menchie Entertainment. The wizards of Mage Rage "studied magic theory for so long that they forgot how to actually use it." Menchie's Dmitry Sokolov sought me out to deliver sound effects that were visceral and gritty. I obliged with a blend of library and custom cues, spending some time grinding bottlecaps and a hinge into a concrete block and knocking around the creaking doors, chains, switches and levers of a child's toy to add more grit and friction. This video isolates the sound effects only, excluding the music tracks for the most part.

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DELIVERY TRUCK EMPIRE: MUSIC + SFX

Delivery Truck Empire is an iOS mobile game from Playtend. I contributed sound effects and custom music for the game, made for kids 4 and up. The player drives a delivery truck, picking up and dropping off packages while earning enough fuel to, as it were, keep on truckin'.

Below: For theme music, the producers wanted something that evoked old school 8-bit chiptunes. I proposed that we marry that approach to vintage Les Paul-style country twang, and the theme came to life:

Below: I also put together a variety of sound effects for the project. These cues accompanied package pickups and deliveries, fuel powerups, and a crash. Here's an assembly of the sfx, over a passage of the theme:

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I WET MY PLANTS: GAME AUDIO REEL

Above: Sound design work on the game “I Wet My Plants” by Sailor Snouts, a team out in Portland, OR. The player's mission is inspired by the kodama-- a spirit in Japanese folklore that inhabits trees, similar to the dryads of Greek mythology. Engaging in “Breakout”-style gameplay, the player paddles a ball that collects water and brings trees and flowers to life (and sustains the player’s own life as well). The ball needed to sound spongy enough to take on water, yet solid enough to sell as an object colliding with other bodies. When the trees transform, the little reward blips are cues from an analog synth, in tune with the music (music is not included here).

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ASTRORITE: SOUND EFFECTS FOR METROIDVANIA PLATFORMER

Above: Highlight reel of sound effects created for Astrorite, a platformer by Giorgios Lagoudakis. The creative brief was to assemble a Metroidvania experience, eschewing contemporary aesthetics for a retro approach. In keeping with the throwback aesthetic, all sounds I contributed to the game were created using source audio from a single analog synth.

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SUNKEN FOREST: SOUND EDIT + MIX FOR VR HEADSET FILM

Above: Excerpt of a film from Honey VR, meant to be viewed through a VR headset. The film is called “Sunken Forest”, and involves an encounter with a mermaid. I served as sound editor and mixer on the piece. The brief called for undersea ambience, bubbles, and plenty of cues for motion through the water. When seen as a 2D moving image, the visuals are of course distorted in the absence of a helmet viewer.

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TREE FORT DEFENSE: ORIGINAL MUSIC

Above: the theme song I composed for an Android mobile game called Tree Fort Defense, developed by Interrobang LLC. The game is a physics-based castle defense scenario. The player inhabits a world built from a child's imagination; the back yard is under attack by a variety of fiendish opponents (a goblin, an anthropomorphic tree, a dragon, and many others) who want to conquer the fortress. The player hurls assorted projectiles to fend off the assault.


Given the back yard setting, I decided to use instrumentation that could actually function outdoors with no electricity: marimba, banjo, tuba, accordion, a drum kit, and some wacky percussion.

The playlist below also features some gameplay stingers I developed, plus some music cues for an envisioned Level 2 (the "Halloween level"):

Soundcloud playlist: Tree Fort Defense music cues