Audio direction, sound design/creation and implementation for Frictional Games’ Sci-Fi Horror SOMA. Set in an unique universe that takes place under the sea in a research facility, the title requires unique bespoke content for both the underwater world and the non-underwater base itself. On top of this, state of the art foley systems and NPC audio systems have been created to bring the audio to life in ways that haven’t been done before.
A recent blog post I wrote detailing some of the thought process behind the audio for SOMA, a game where I was audio director.
Provided Phosphor Games with additional sound design (5.1 surround) and implementation for the console title “Heroes Reborn: Gemini” and the mobile title “Heroes Reborn: Enigma”. Sound design involved creating additional weapon audio, physics, ambience and some cinematics. Implementation involved using Unreal Engine 4 coupled with Wwise to implement weapons, ambiences and physics collisions. A large part of our responsibility was making sure the physics audio was implemented robustly as the game is heavily reliant on objects that the player can manipulate.
“These guys are the real deal. Sound design is spot on. Their implementation of all of our physics objects was extremely well done. Turn around time was always very quick as well. Highly recommended for your audio creation and implementation needs!”. – Matthew Grimm (Audio Director – Phosphor Games).
Additional cutscene sound design and mixing for Lego Dimensions (Back to The Future, Midway Arcade, Lego Ninjago). I did not do the audio for the above release trailer.