CREATIVE & TECHNICAL GAME AUDIO
SOUND DESIGN REEL
TECHNICAL AUDIO REEL
Hi! I’m Daniel, a game audio designer from in Calgary, Canada.
I enjoy both the creative and technical aspects of game audio and revel in the challenge of learning new things. The ideal content on which I like to work is combat-based, cinematic and immersive.
Additionally, I compose a bit of music (and also studied it at university), develop SFX libraries and have had the pleasure of educating a number of my own students. In my off-time, I enjoy traveling, visiting the outdoors, language learning and developing my programming skills.
Sound design and implementation using FMOD and Unity. Gadgeteer is a physics-based VR puzzle game where you build chain reaction machines to solve fun, intricate puzzles. Check it out on Steam here!
Sound Design Challenge: Explosions!
Halo 5 – Weapon Sound Design Montage
A montage of nine different weapons redesigned from Halo 5: Guardians. It’s arranged in such a way to highlight the weapon sounds in a multiplayer setting and additionally includes all other sounds one would hear in this sort of play style.
Wwise + UE4 Jetpack and Music/Ambience
This is a project in UE4 that uses a number of audio systems from Wwise. The jetpack runs on a fuel loop, as well as has a boost cooldown of 10 seconds. The main component of the music/ambience system is based on the X, Y and Z coordinates of the player location.
3D Platformer in Unity + Pure Data
A simple 3D platformer game completed in Unity with audio systems implemented from Pure Data. The concept of the game is a race against the timer controlled in Pure Data. If you fall off the edge or run out of time, you lose. There are also several generative ambience systems, including patches using noise oscillators and filters to create wind.
For Honor – Trailer Redesign
A sound redesign of Ubisoft’s world premiere trailer, ‘For Honor’. Many different metallic objects were recorded and processed, as well as whoosh sounds from sticks, branches, wood, ski poles and much more. Some of the processed and unprocessed samples are available here.
Automation in Python
A playlist of Python programs which automate a number of different tasks. The first video takes audio file data and organizes it into an Excel spreadsheet. Video two (Part 1) demonstrates a script developed to send out applications to an email address. Video three (Part II) takes the script from ‘Part I’ and extends the functionality in order to apply for jobs on the online platform ‘Smart Recruiters’. The final one uses Python’s Speech Recognition library to batch rename VO files.
CALL OF DUTY: WWII – REDESIGN
A sound redesign of a cutscene from the Call of Duty: WWII D-Day mission, developed by Sledgehammer Games, Raven Software and published by Activision. All characters voiced by Heath Martin.
SOUND DESIGN MONTAGE
A sound redesign of clips from the opening cinematic of StarCraft II: Legacy of the Void by Blizzard Entertainment, the Shooter Game demo by Epic Games, Passengers by Columbia Pictures, Iron Man by Marvel Studios and Metro by 4A Games.
CUSTOM BUILT SPACESHIP LEVEL
This is a walk-through video that demonstrates various audio systems implemented into Unity using FMOD which are driven by a number of scripts in C#. The major systems demonstrated are occlusion used in different situations throughout the level, a random fragmented dialogue system used with a jailed robot to display his ranting and conspiring and weapon audio functionality and attenuation. The level was built using assets from the Unity asset store. The voice acting was done by Lucas Webley with some subtle post-processing to give it a futuristic texture.
CUSTOM BUILT APOCALYPTIC LEVEL
This is a walk-through video that demonstrates various audio systems implemented into Unity using Wwise which are driven by a number of scripts in C#. The major systems demonstrated are vehicle engines and other audio associated with vehicles, a dialogue tree, weapons, Foley and ambience. The level was built using assets from the Unity asset store and the voice acting was done by Richard Reed for both characters.
SHOOTER GAME (EPIC GAMES)
The Shooter Game is a demo project developed by Epic Games in Unreal Engine 4. The level consists of a sci-fi atmosphere and AI-driven bots. In this project various audio systems were implemented using Wwise, and Blueprint Visual Scripting was used to allow the player footsteps to respond to materials in the game engine. The sound design includes weapons, Foley, ambience and more.
メカ-ON! is one among four games contributed to at the 2017 TOJam. It is a battle arena brawl-style game built in Unity consisting of increasingly difficult rounds in which you shoot and slash your opponent to pieces. Click here to download the game, as well as to view various reviews posted on YouTube.
FE3DBACK – UI and Granular SFX
138 MB of UI and granular SFX including 50 UI sources, 40 UI composites and 10 granular effects. For more UI sounds and granular textures, contact firstname.lastname@example.org.
9 unprocessed files of various whoosh sequences (sticks, branches and poles) recorded at 24-bit/96 kHz. 35 aggressively processed files useful for various weapon swings (swords, axes, spears, etc.) and cinematic whooshes. Check out how they were used here.
EQ Practice with ReaEQ
A script in Lua which functions with the ReaEQ plugin in Reaper. This script is a tool used to practice EQ ear training from the easiest settings all they way to the most difficult settings. It offers a lot of flexibility with the parameters you would like to be tested on. Try it out!