Apex Legends
I had a blast working as an Audio Artist II at Respawn Entertainment on Apex, check out the highlights of my contributions to the game as well as an in-depth breakdown of my responsibilities below!
Designed in Reaper and implemented audio for multiple weapons, gameplay features, and UI elements.
Shipped seasons 22-25 and pushed 200 changes in less than a year, the first just weeks after starting.
Learned Apex’s audio middleware Miles and Source engine animation tagging tools.
Recorded foley for the newest Legend, Sparrow, with WB foley artists, edited and implemented those recordings bringing them to life in game.
Updated multiple scripts to call events in-game.
Learned Apex’s proprietary level editing software in order to refactor audio on various maps for better efficiency, designed and implemented reverb zones, SFX emitters, and ambient beds.
Tracked takes in VO recording sessions, edited and processed that VO for use in game.
Designed and implemented audio for more than 20 different emotes, finishers, character intros, skins and more.
Took part in weekly playtests and design discussions with other teams in order to foster more cross-department collaboration and communication
Brinkmanship
My graduate thesis game, Brinkmanship, was published on Steam last year.
I set up the game’s Wwise project and integrated it with Unity, teaching a 4 person sound team how to use the middleware and push their own changes.
Brinkmanship features 8 fully voice-acted characters and over 1,000 lines of branching dialogue.
I did a majority of the gameplay scripting, all in C#, implementing all the SFX, VO, and music.
Radio Exurbia
My most recent Unreal 5 game, Radio Exurbia is a driving exploration game where players can swap at any time between two separate levels.
I implemented all audio using Wwise and Rev2, with a license for the latter software provided for free by Crankcase Audio.
I also collaborated closely with composers from Berklee College of Music for the game’s original soundtrack.
Canyons
Check it out! Skip around!
I had a lot of fun with the sound design for Canyons.
It’s got:
Deeply layered audio for the player’s ship that allows it to change as you upgrade it
Day/night sound-cycle
Smoothly crossfading ambient tracks at sundown and sunrise for the over-world and in town
A variety of stingers (coyotes, wind gusts, etc) specific to the time of day
Unique voices for each character
Full suite of SFX for each UI interaction
Dynamic music
And lots of gameplay-related SFX throughout!
Right here is a short audio drama I made in the Fall of 2021, for which I also recorded all the voices…for better and for worse.
A few years ago I also hosted and produced 22 episodes of a podcast called Make Play where I interviewed indie developers about what they were making and playing, you can check that out here!