Prophet is card battler where you challenge rival prophets to gather a following of your own.
In this project I got invaluable experience designing spell sounds, my main intention was to evoke a sense of immense power in the player.
A more linear experience, Prophet has orchestral music that sets the epic and high-stakes tone of the narrative.
SCHMEKEL is a bullet-heaven-hell where you play as a coin inside an arcade machine, facing waves of geometric enemies.
Between all the arcady SFX and enemy screeches, a sound element I'm particularly proud of is Amy's voice.
I processed VO and used spectral morphing with a synth patch made in Vital to give it that mostly artificial, slightly human feel. The end result is an uncanny machine voice that is still expressive.
Currently in development.
Part of Candivore's
Antlers' setting is a fantasy, magical world, but it starts out as intimate and personal before the player is thrown into the depths.
I experimented with dynamic mixing using snapshots planted in ambience and music events, to easily shift focus in some key moments between the player and the environment.
My main goal with the music and ambience was to bring a sense of calm and wholesomeness where needed, constrasted by the two chase sequences in the game.
With Graveyard Shift, my goal was to create a soundscape that felt spooky but silly at the same time.
This meant smoothly navigating the transitions between ridiculous moments that were more calm and funny, into a race against time where at any moment you could lose a lot of progress and the stakes are high.
Adaptive music and adaptive layers in key sound effects allow the changes in tone to be smooth.
This project's audio was designed to be comedic, weird, and unexpected.
I used "awkward silence" to contrast some jarring moments, and prioritized comedic timing.