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After taking lessons in Audio Programming, I taught myself the FMOD API and created some primitive DSP plugins in C++. So far, I have made a delay, low and high pass filter, soft and hard clip distortion, parametric equaliser and WIP reverb.
Technical Sound Designer & Composer
I designed and implemented all sound, music and voices for this Unity demo project using Wwise. My friend Jessica helped by providing the vocal performance for the player character.
Rory Burcham and I created a small Unity game where audio is a diegetic element. For example, some NPCs hum the melody of your music, your companion fires in tempo with the beat, and many puzzles require audio changes like music selection and volume. I programmed many of the diegetic audio effects and the core gameplay features.
At the end of my 2nd year of university, I created a game as part of my application to Numbskull Studios. The art and audio assets were taken from online sources, but all programming is my own.
Beyond Binary was a placement year project with a team of seven university students. I started as a Technical Designer and later became Lead Programmer and Audio Director. My time was mostly spent on programming where I implemented many of the game's features.
The Overmare Studios is an online hobby group creating the game Ashes of Equestria. I joined in 2017 as a Technical Sound Designer and ported all audio from Unity to FMOD - fixing many audio bugs in the process and improving performance -, created new sound effects and implemented new audio behaviour. Later I became Audio Team Lead and handled audio direction and applications before stepping down in 2019.
Numbskull Serialization is a free plugin made for Unreal Engine 4 and released on the Unreal Marketplace. It aims to help new games save and load data, outside of Unreal's Save Game system. Compared to the Save Game system, Numbskull Serialization allows users to save data to multiple files, save them wherever and save any type of UObject with ease. In its first two days, it sold 1,000 units and over 40,000 in a one year period.
After taking lessons in Audio Programming, I taught myself the FMOD API and created some primitive DSP plugins in C++. So far, I have made a delay, low and high pass filter, soft and hard clip distortion, parametric equaliser and WIP reverb.
In my spare time I created a Minecraft clone in Unity. The main features are its terrain and cave generation, chunk loading and generation, and placing and destroying blocks. While primitive compared to the original game, I am very happy with its results and what I learnt.
I took part in the University of Portsmouth game jams in 2020, 2019 and 2018. In 2020, my team and I won the 'Best Audio' award. In all three years, I acted as a sound designer, composer and sometimes programmer.
In 2020, I teamed up with university student group 'Team Horsehead' and we took part in the Ludum Dare 47 and GMTK 2020 game jams. I acted as a programmer for both jams and a sound designer and composer for one.