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HUNT SHOWDOWN 1896 WORK

Shadow Leap.

A supernatural, dark-magic teleport ability that allows you to interact with enemy AI and violently burst through them after teleporting.

It was important for this design to align with similar abilities that we have in the game. Typically we use tonal elements in our dark world design language - since there is no music in-game, the tonal elements separate themselves and feel “otherworldly”, like they don’t belong.

Dark Sight Dynamite.

Another fun supernatural design. This bundle of joy acts as a dark magic remote detonation device.

Since it is highly dangerous to players, it needed to emit a noticeable idle loop that requires some careful listening, but can be avoided by those who pay attention.

Note the tonal elements that are introduced during the interaction, again remaining consistent to our established dark magic design language.

UI Menu.

My approach to designing the UI menu sounds was to create a soundscape that blends the supernatural world of Hunt with the more gritty, grounded foundation of the real world.

I used a lot of metal, wood and chain recordings, and heavily processed them with reverb and plugins like FabFilter Volcano to create a lot of motion and atmosphere.

The idea was that the closer the player gets to the match, the more intense the sound and movement becomes.

Ursa Mortis.

Our beloved, two-headed, twin bear terror.

Ursa Mortis is a grotesque, mutated, highly aggressive bear enemy. The visual details on the character model allowed for some unique and interesting opportunities for foley sound design work.

The extra head also allowed for a lot more variety in vocalizations, since bears have a surprisingly limited “vocabulary”.

Weapons.

I have designed many, many different weapons for Hunt. These ones are some of my personal highlights.

I designed a Wwise system to give our silenced weapons some more personality. The homemade suppressor audibly overheats, with the intensity and volume of the hissing increasing rapidly if you fire in quick succession.

I am also very proud of the BONK of the baseball bat.

Rotjaw.

Our first “Wild Target” enemy type, Rotjaw’s design required a new approach as she is so different from our other enemy types.

For one thing, she spends the majority of her time underwater. Building tension and readability with the water movements became a core part of her design.

To create even more subtle tension, I added an RTPC that very steadily filters and reduces the volume of the ambience when you approach her. This gives a very subtle splash of paranoia when she’s nearly, and also sells the fantasy of carefully stalking and hunting this great, unspeakable beast.

OFFICIAL TRAILER WORK

A selection of cinematic trailers I’ve worked on while at Crytek

SOUND REDESIGNS

WWISE IMPLEMENTATION

GAME JAMS

BUCKET GUY

Sound Design | Music Composition

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*Voted 2nd best audio out of 266 entries

BRAIN FOOD

Sound Design | Music Composition

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