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Halo Wars 2 (2017)

Platform: PC, XBOX ONE
Developer: Creative Assembly/343i
Publisher: Microsoft
Credit: Sound Designer
Sound design and implementation using Wwise and in-house tools.

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Alien: Isolation (2014)

Platform: PC, XBOX ONE, PS4, XBOX 360, PS3
Developer: Creative Assembly
Publisher: SEGA
Credit: Sound Designer
Sound design and implementation using Wwise and in-house tools.

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Wonderbook: Book Of Potions (2013)

Platform: PS3
Developer: Sony London Studio
Publisher: Sony Computer Entertainment
Credit: Sound Designer
Audio design and implementation using Wwise; creating audio for real-time mechanics, character VO & Foley, and gameplay events for use in cinematic sequences and in-game playback.

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Killzone: Mercenary (2013)

Platform: PS VITA
Developer: Guerrilla Cambridge
Publisher: Sony Computer Entertainment
Credit: Sound Designer
Sound design and implementation using SCREAM. I designed sound for bullet impacts, ricochets, explosions, sirens and robotics.

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Kinect Nat Geo TV – Season 2 (2012)

Platform: XBOX 360
Developer: Relentless Software
Publisher: Microsoft Studios
Credit: Sound Designer
Audio design, implementation and final mix using Wwise. This involved creating audio for UI, character VO & Foley, gameplay events and 5.1 ambience.

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Kinect Nat Geo TV – Season 1 (2012)

Platform: XBOX 360
Developer: Relentless Software
Publisher: Microsoft Studios
Credit: Sound Designer
Audio design, implementation and final mix using Wwise; creating audio for UI, character VO & Foley, gameplay events and 5.1 ambience.

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Smash Cops (2012)

Platform: iOS
Developer: Hutch Games
Credit: Sound Designer
Audio design and implementation in Unity, creating sound for UI, HUD, vehicles, impacts and environments.

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Gran Turismo 5 (2010)

Platform: PS3
Developer: Polyphony Digital
Publisher: Sony Computer Entertainment
Credit: Dialogue Recording & Editing
Dialogue recording and editing for in-game use whilst I was working at Sony London Studio.