***Latest News*** " Third release of sample library on "Mandrill Audio" today on April 11th 2022 , check it out! Link ***Yesterdays news*** Internship going really great at SVT with filming of TV series having its release 2023
SHOWREEL
SHOWREEL - TRAILER
Welcome to my portfolio page and my SHOWREEL trailer video. I have gathered short clips of the highlights in this trailer and if you want to check a project out in more detail you just check out my gallery menu. I consider myself a guy with a broad brush of knowledge in audio with everything from being a musician who stood on stages, a gamer that loved teaming up by LAN and play Battlefield or Call of duty, a experienced service minded team player and now a educated Sound Designer. You can read more about me in my CV and in the "about me" section in the menu.
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This showreel contains 4 games i have been a part of during my education the last year and a half.
A NIGHT TO DISMEMBER - All audio implementation and music is made by me in Unity. IM IN PR - This is a band manager game where i was a part of writing music for the in-game experience. TOKEN - Is a idle clicker merchant game where was a part of all audio implementation and wrote the theme music for. This game was also in the finals of SGA-21 as best mobile game. FROZEN MEMORIES - A story based open world game where i implemented audio and wrote the in game music. I |
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SHOWREEL - VOICEOVER 2021
In this showreel i have on my spare time outside my studies created some voices. All voices are recorded by me and my voice. With the voices i started from scratch and just played around with the knowledge i had to try and get some characters out of my voice. I have also played around with the room ambience to make them sound like they are in a old castle or cave room. All SFX during and before and after are made from hairdryer, fork and a zipper and some mutated brass. Re-design scene Ghost of Tsushima 2022In this re-design of a gameplay scene from the amazing game "Ghost of Tsushima" my aim was to set the environment in the scene. The nature, asian animals and get the feeling of a large beautiful scene with some movement foley sounds as well as mood building with the music in the end.
All audio is synced and designed by me as well as the music. To set the "tone" of a scene is challenging but its amazing to see it evolve from silence to a living scene. This project took me about 3 hours and i really liked the outcome of it. Video . |
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Sound Design
I created this explosion and environment with inspiration from the original video just to use in my portfolio. This explosion should have taken place approx 2,05 km away since the speed of sound is 343m/s at 20degrees celsius but its more likely hotter in this desert making this range a little further away. I layered 4 several explosion sounds with different characters and made sure its realistic and the tail of the sound rings out correctly. |
All sound is created by me and i layered several sounds in the explosion to make it powerful and dynamic. The video shows debris hitting water and different materials is destroyed. I put in approx 1,5 hour on this sound design and im pretty happy on how it turned out.
I had 2 sub bass sounds and 2 woosh sounds together with a punchy kick sound and a modulated suction cup sound and 2 explosion sounds where one contained debris and the other just a really good explosion. The challenge was to make the debris seem realistic because the original sound did not contain sounds of debris into the water. |
In this gameplay scene i have focused on giving a real feeling of being in the game and in a war/mission operation. All sounds is added by me, some i recorded myself and some from sample libraries. I have 3 layers of atmosphere that changes a bit when you and your team getting closer to the enemy. I made sure the player can hear sounds from their clothes running and footsteps and also running with weapons that makes certain sounds. In the short time i had with this exercise i must say it was a blast to make the scene and the gameplay come to life and really try to find the details that makes it feel as close to a genuine experience within the game. |
Nominations
Finalist / 2021 Swedish Game Awards / Best Mobile Game
A game jam through Sound design education with the game "Token" where i wrote the in-game music is a finalist in the awards taking place in October 2021. I will of course be at the awards on my birthday on the 29th of October. |
STRUCTURE & TOOLS
Structure is incredible valuable in the audio business and i keep my recordings backed up on 2 hard drives and my own searchable naming conventions to find what sound i need next. With my field recorder and some imagination i am always ready to record any sound i come across in case i could use it for music or game development.
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GEAR
A toolbox for every sound designer always at hand to capture sounds and create impulse reverbs.
- Zoom Recorder H4n Pro
- Shure SM57
- AKG C747
- KORG CM300
- Ballons
- Blend of Contact Microphones
- Slinky, medical reflex hammer, Wind shild
- Microphone stand + monkeygrip