
Sound design reel 2023

Technical reel 2023


I'm passionate about creating immersive audio experiences with solid sound design, procedural systems and custom in-house audio tools. Click here for my bio
Deliver Us Mars (2023)
Responsibilities:
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Sound design
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Implementation in middleware and engine
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Dialogue editing and implementation
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Audio system design
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Engine:
Unreal Engine 4 & FMOD
Award Nominations:
Dutch Game Awards 2023 - Best Audio
TIGA Game Industry Awards 2023 - Best Audio
Game Audio Network Guild Awards 2023 - Dialogue of the Year
NAVGTR Awards 2023 - Use Of Sound, Franchise
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Deliver Us Mars - Trailer
The video's below demonstrate a selection of systems and sound design I've worked on in Deliver Us Mars

Breathing system

Acoustics & atmosphere changes

Portalling & spatial audio
Procedural ambience in Unreal Engine 5 & Wwise
Description:
A procedural approach to ambience in unreal engine 5. In this personal project birds, insects and wind rustles in trees spawn based on player location and offline stored vector data from the foliage component. The environment is self-made with available assets from the Unreal Marketplace.

Procedural Ambience Preview
Procedural ambience in UE5 & Wwise

Procedural ambience project overview
Modular Footstep & Foley Component in Unreal Engine 5 with MetaSound
Description:
The Modular Footstep Component is developed to find a modular solution for footstep and foley SFX. The component allows different mixes and composition per character for footstep, attribute and clothing SFX, and adjust these during gameplay.

Footstep & Foley Component - Quick Overview
Arcane Sound Redesign Layer Breakdown
Description:
A sound redesign layer breakdown video. For a more extensive walkthrough, check out the video on the tutorial page.

Arcana - Sound Redesign
Extraterrestris: Audio driven Niagara system in Unreal Engine 5
Description:
Extraterrestris is the title of an exploration of audio driven particle behaviour in Unreal Engine 5. Particles are made with Niagara, which receives data based on frequency analysis. The environment is self-made with Megascan assets and assets from the Unreal Markerplace. Music is an ambient piece I wrote a few years ago.
