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Portfolio II - Sound Design Demo Reel

I created this demo reel to showcase the five sound design projects I completed for my Project and Portfolio II class at Full Sail University. Each example highlights a different element that can be found in almost any kind of game. All of the audio assets were implemented into wWise (a game-creation software program), with pre-designed visual elements, and made into functional game applications by my professor, Marc Pinsky, using the Unity game engine. The first example in the video is a one-shot item pickup, or power-up. In this case, the item could be an extra life, a shield, or a health boost, and consists of three individual assets that are played simultaneously to create a dynamic sound. The second example is a simple, one-shot push-button, and lever mechanism. They may seem insignificant, but are ever abundant in a large number of popular video games. I used a Zoom H5 to record the sounds for these assets. Both the button and lever consist of two recorded sources that were edited and layered together to create a single sound. The third is an environmental sound design in the form of a seamless loop. This asset was made with three recorded sources, edited and layered, to create a realistic and immersive ambient environment. The fourth is an example of a type of game object which incorporates multiple elements that come together to form a singular object. This type of object, however, still requires each separate element to have its own unique sound in order to make it seem as realistic as possible. In this case, the object is a black hole, surrounded by a swirling ring of dust, with a vertical light shaft piercing through it, for a total of three individual sounds. However, unlike the other examples thus far, the sources used to create these sounds do not include any recorded audio. The editing process was mostly the same, but use modified synth sources created using the synthesizer and sampler plug-ins found in Logic Pro, and designed as loops for quick, easy, and seamless game engine integration. The fifth, and final example in this video (and my personal favorite of all) shows three different design concepts for a projectile weapon. Version 1 consists, solely of sources that I recorded using a Zoom H5 recorder, Version 2 consists only of synthesized sources, and Version 3 includes both recorded and synth sources. I’d also like to point out that this time around, rather than customizing pre-designed synth sounds, like in the previous example, I chose to personally create and design my own original sounds, using a different one of Logic’s synthesizer plug-ins for each source.

Dauwer_Brooke_Demo_Reel

Dauwer_Brooke_Demo_Reel

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