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Projects

Sound re-design series 

I am currently working on an on-going project that is a series of sound re-designs, with each re-design focusing on improving my skills in a different area of sound design.

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All of the finished re-designs are posted to my YouTube channel, and can also be found on the portfolio section on the homepage of this website!

Snippet of some of the bicycle recording I did for the '2AM Coffee' re-design. Not seen in this clip, I also separately recorded the movements of the chain and wheel.

A portion of foley recording for the 'Dune: Part Two' sound re-design, specifically for the activation of the thumper and some sand movement. Recorded using a RODE NTG-1 shotgun microphone.

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Screenshot of the full Pro Tools session (what would fit on screen!) for a re-design I am currently working on for a trailer for the video game 'Cyberpunk 2077'.

Music Format Sonification

I am currently working on a project in which I am sonifying a set of data which shows the popularity (recorded in share of U.S. revenue) of 5 popular music formats (Vinyl, Cassette, CD, Download & Streaming) from 1973 - 2022, using Unreal Engine 4 & FMOD. This started as a university project but I now have plans to release it as a standalone 'game' on itch.io, and this website.

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A screenshot of the source of the data I am using for the project. It allows the user to filter through different revenue sources. For the purpose of my project, I filtered out formats I deemed not substantial enough, like ringtones or music videos. This data, from the Recording Industry Association of America, can be found by clicking here.

I compiled the data into this spreadsheet, for the purpose of using Unreal Engine 4 to read the data for each format depending on which year is selected using a slider in-game.

I compiled the data into this spreadsheet, for the purpose of using Unreal Engine 4 to read the data for each format depending on which year is selected using a slider in-game.

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The blueprint I created to read from the selected year and collect the correct data. The data for each format would in-turn set the value on its corresponding parameter in FMOD.

A screenshot of the FMOD session that controls how the data is sonified. Each format has its own effects that it will place on the playing song. The data sets each parameter within FMOD which decides how much each format affects the audio, allowing the user to 'hear' the changes in popularity as they move the slider through the years in-game.

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The menu that pops up upon opening the game, giving a brief explanation of the project and how to use it.

A short video showcasing a demo version of the project. In the future I'll be working a lot more on the visual-side of the project.

As I begin to finish more projects, and start working on some new ones, they will be posted on this page!

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