Hero Academy
Hero Academy is a super fun turn-based strategy game for iOS. Matt at GL33k asked me to help when the project was about halfway done. He'd established a bright, punchy style for the Human army and many of the UI sounds, so I did my best to carry that through to the Dark Elf army. I ended up making the title screen music and the music for the trailer. Robot is one of my favorite teams to work with and I hope to keep working on this title as they add more content. They're awesome at giving feedback and working with us to create a final sound instead of leaving it up to us or dictating it too heavily.
Hero Academy
Characters / Implementation / Music Composition / Sound Design / UIRed Orchestra 2: Heroes of Stalingrad
Red Orchestra 2 was the project where I really go to go nuts with environment sound design. I spent the majority of my six months on the project implementing sounds into the game's multiplayer maps. I used a lot of Kismet to hook into the game's events, such as distant artillery fire and buildings getting shelled. I used tons of triggers across the surfaces of their huge maps to trigger individual debris sounds such as piles of broken wood, glass debris and gravel piles. The setting called for 2-5 story buildings completely ripped in half and teetering on the edge of collapse, so I got to design tons of wood and steel stress sounds and wind blowing between all kinds of different spaces. I'm very proud of my environment work on this title and hope to do a lot more of this kind of thing in the future. Tripwire are an awesome crew to work with and they made a fine game here.Red Orchestra 2: Heroes of Stalingrad
Environments / Implementation / Sound DesignMetroid Prime 3: Corruption
I feel so lucky that my first game to ever make sounds for belongs to one of my favorite game franchises ever, Metroid. I was working for the voice actor/director Chris Sabat as his assistant at the time Matt Piersall was working on Metroid Prime 3. He was getting a lot of revision notes for a few sounds so he tossed the tasks to me and said, "here, give this a shot." Neither of us expected Scott Petersen, audio director at Retro Studios to really like the sounds I made! The rest is history.Metroid Prime 3: Corruption
Environments / Sound Design / UIDonkey Kong Country Returns
I spent nearly a year and a half working on-site as the primary audio contractor supporting Retro Studio's Audio Director Scott Petersen. It was an incredible experience that earned me enough experience to "level-up" as an audio designer and in general as a game developer. I used in-house tools to add sounds to animations and place emitters in levels. I created a lot of sounds for creatures and moving objects. I created temp music to build interactive music systems with and help set the spec for the composers. I also spent a lot of time recording source in the field and at the office with Scott, learning a lot of good techniques from his vast experience. I love Retro like family now!Donkey Kong Country Returns
Characters / Environments / Implementation / Mixing / Music Systems / Sound DesignStar Wars: The Force Unleashed 2 Wii
Just before I moved my base of operations across town to work on-site at Retro Studios on (the then-secret) Donkey Kong Country Returns, I had a chance to pitch-in a few sounds for The Force Unleashed 2. As a Star Wars fan, I felt I had to take the opportunity to contribute at least a little to a Star Wars game while I had the chance, so I took on the unique Dagobah level in the game. Unlike the action-packed planets the game typically takes place on, Dagobah was designed as an introspective, mystical experience and the sounds were designed to match. I created ambience for the alien forest world and ghostly sounds to represent the impressions left by ancient dark side force users. In the scope of the project, it was a small contribution, but I'm glad to have been a part of the project.Star Wars: The Force Unleashed 2 Wii
Environments / Sound DesignGlobal Agenda
Global Agenda was where I cut my teeth on Unreal Engine 3. Not only did I spend several years creating content and implementing it into Unreal's SoundCues system, but since Global Agenda is an MMO, actually attaching those cues to weapons and characters in the game meant navigating a massive web-based database front-end. I enjoyed stretching my high-tech sound design muscles on this project, and really pushing the sound mangling when I could get away with it!