Portfolio
UNITY DEVELOPER
Developing a music education application in Unity that teaches important musical skills such as notation-reading, rhythm-keeping and music theory through 30+ minigames organised into more than 1400 sessions of content. I am responsible for building all user-facing features (such as game logic, user interface, a sheet music generator, and localisation), in addition to systems for communicating user data to the server, analytics, payment and advertising integration, app content database management and creation of assets.
The app was released on iOS and Android platforms in August, and continues to be developed.
The app was released on iOS and Android platforms in August, and continues to be developed.
ELEMENTS MUSIC EXPERIENCE
Elements Music Experience is a music-learning and skill-building app available on iOS and Android. While primarily aimed at school students as a supplement to other teaching, the app is available to the public, and offers a structured programme of content to gradually develop musical skills in four key areas: Theory, Reading, Listening and Rhythm. These screenshots show various features of the app, including the menus, and several of the game modes. The app can be downloaded for iOS and Android via the links below:
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INDEPENDENT / FREELANCE
I am currently working as a freelance game developer and sound designer while studying software development in C# and other languages to expand my skills. I have worked on the following projects in this time:
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BEATBALL (working title)I am currently independently designing and developing a music-based puzzle-platform game in UE4 - I have created all audio and art assets, and designed all game mechanics and systems, using UE4's Blueprint system.
The concept behind this game is to create an experience in which the player directly affects the music through gameplay - while simultaneously, the music directly affects the gameplay. This has been accomplished through a procedural music system that controls game mechanics. The project will have multiple levels with individual soundtracks, and in each level, the player must solve puzzles and platform challenges in order to reconnect the five separated "layers" of the music. The game will be entirely non-violent, and as accessible as possible - through the use of a sophisticated automatic camera (thus allowing the player to concentrate on the game, and not on camera management) and carefully-designed tutorials. Read more about Beatball Here. SUNSHINE DAYS
Created and integrated audio for a casual multiplayer adventure game on mobile platforms. The app can be downloaded for Android devices below:
DANNY MACASKILL RIDE OUTCreated and integrated audio for an intense mountain biking experience on a motion platform, associated with Danny MacAskill and presented at the RIDE OUT store in Amsterdam.
INTERACTIVE CAPABILITY GUIDEDeveloped an interactive experience in Unity, building systems and interactions in C# to match an Adobe XD prototype, incorporating supplied assets and creating animations and effects.
LEGEND OF THE FLAT EARTHWorked with a small three-person team to develop a hybrid RTS/Tower defence strategy game on disc-shaped worlds. My contributions included gameplay mechanics, the in-game resource / economy system, user interface, project management and all audio content.
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REWIND
I worked at Rewind in St Albans, UK as an Audio Engineer from August 2017 to January 2019, and was responsible for the creation and engine integration of all audio content for over twenty projects delivered to high-profile clients such as Siemens, HBO and Sony for a variety of platforms, including virtual reality, augmented reality, 360° video, 2D video and hybrid media, and integrated this content into Unreal (with Blueprints) and Unity (with C#). I have detailed a selection of these projects below:
Please note that due to contractual obligations, I am unable to discuss nor show media from many of the projects on which I have worked.
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IMAGINING IN-CAR ENTERTAINMENTLyft.
Developed an immersive hybrid experience in a modified vehicle, combining an animated motion-captured AR character with hardware visual effects and surround-sound audio. EXPLORING THE FUTUREPricewaterhouseCoopers.
Created An interactive VR exploration of a future world that has been disrupted by technology. RHONDDA REBELWelsh National Opera.
Recorded and edited audio for an AR experience that brought the Suffragette Margaret Haig Thomas to life through opera. Audio was played back through speakers in the venue, while actors performed in sync with the AR content. WESTWORLD 360° TRAILERHBO.
Created ambisonic audio for a 360° video trailer for the second season of HBO’s Westworld, embedded within the a virtual representation of the show’s setting. SEE THE UNSEENSiemens.
Developed engaging sound design and music to accompany “holographic” presentations in AR. SONY XPERIA XZ2 ADVERTSony.
Created intense, energetic, aggressive audio for a short 20-second 2D advertisement for a gaming-focused smartphone from Sony. |
Freelance
I worked as a freelance Sound Designer / Composer in Hamburg, Germany from October 2016 to August 2017, and contributed to four game projects to varying degrees. These projects are briefly described below:
The menu loop for The Good Few.
The menu loop for Super Spell Heroes.
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SUPER SPELL HEROESSviper, Hamburg, Germany.
Composed a responsive soundtrack and assisted with audio implementation for a magical combat game built around a card-matching mechanic. The Good FewTree Branch Games, Huddinge, Sweden.
Composed music, created sounds and integrated all audio content for prototypes of a turn-based action/strategy game with a cartoonish aesthetic. FishalotPlayfiber, Hamburg, Germany.
Created all audio for a casual fishing game on Android and iOS. BEATBALL (wORKING tITLE)Personal project, Hamburg, Germany.
Prototyped initial concepts for a music-based puzzle-platform game. |
Goodgame Studios
I worked at Goodgame Studios in Hamburg, Germany as a Junior Sound Designer from March 2014 to September 2016. I was responsible for planning, creating, testing and assisting with the integration of audio in these projects, which are briefly described below:
Part of the modular soundtrack for the unannounced project.
Part of the soundtrack for A Little Lost.
Part of the soundtrack for Sunny Smash.
Part of the soundtrack for Big Farm.
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UNRELEASED ProjectCreated and integrated audio, and composed a reactive, procedural soundtrack for a casual action game prototype.
Sunny SmashResponsible for the audio direction of the project, creating all sound effects and music, and assisting with task management, integration and testing.
A Little LostResponsible for the audio direction of the project, creating all sound effects and music, and assisting with task management, integration and testing.
Goodgame Big FarmImproved the game’s sound design by composition of a new soundtrack, and replacement of existing sound effects.
Shadow KingsWorked with an external provider to deliver music and sounds, created additional sounds as required, and assisted with integration, testing and task management.
Goodgame EmpireWorked with an external provider to deliver music, created sound effects for the mobile version of the game, and assisted with integration and task management.
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Modification Projects
Before entering the games industry in a professional capacity, I worked on various games modification projects in my spare time as a hobby. Some of these projects are briefly described below:
Letters Upon A PageCreated all audio content, designed maps, and scripted animated sequences for a sound-based portfolio project, built as a modification of Crysis 2.
Only War 2Designed maps, and coded and balanced gameplay on a Warhamer 40,000 total conversion modification for Command & Conquer 3.
Only WarDesigned maps, and coded and balanced gameplay on a Warhamer 40,000 total conversion modification for Command & Conquer: Generals.
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