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 Portfolio II

Project & portfolio II:
Video game Sound design DEMO REEL

For this Full Sail University Audio Production course, I had the opportunity to learn about, design, and produce a short demo reel, showcasing a few of the sounds I designed for multiple, short Project Unity video game "levels". Each level was graphically developed to evoke a specific feel, which I then had to analyze, design, mix, and apply sounds that were relevant and believable, for the scenarios they were created.

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The first, interactive level is depicted from the first-person perspective, in which the player moves forward to collect a power-up hovering in the air, in front them. Because the power-up is shaped like a medical cross (and green), I could only assume that it would increase the player's health, or provide some other "buff". Therefore, I designed this sound effect to be light, with a rising pitch, followed by a quick (voiced) sound of relief. All source sounds were provided, and included synthesized, recorded, and instrumental sounds.

 

In the second level, also interactive, you encounter two worn metal stands, one containing a button, and the other containing a lever. Each stand has a corresponding light (also on worn metal stands) in front of it. When the button is depressed, and the lever pulled, the corresponding light will turn on. Because the stands are worn, I designed each sound to be a little louder, adding some "age" with an extra pop, or a squeak. All source sounds were recorded from everyday, household objects.

 

Perhaps my favorite level to work on, this month, the third level is a non-interactive, first-person view from the deck of a spaceship. The ambient sound was designed to elicit the perspective of standing on the bridge of a ship, hearing the hum of life support systems, ventilation, and the deep rumble of the engines, as you travel through space. All source sounds were recorded from household objects.

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Level four is also first-person, and non-interactive, and depicts a black hole hovering in front of the player. It includes a dark orb at it's center, with an accretion disk spinning around it, and two wide beams of light emitting from above and below. I designed the sound to be deep, resonant, and airy. All source sounds were synthesized.

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On the last level, a glowing orb acts as an energy weapon, shooting projectiles around in a generic, rectangular room. I designed three different projectile sounds, using recorded sources, synthesized, and a combination of each, respectively. 

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