FOODOMINA | Unity Game Demo 2022

Foodomina is a fully playable 2D Pixel-art RPG demo set in a sci-fi galaxy. In a world made up of food planets and civilizations, you’ll play as cosmos travellers, Takoyaki and Tempura, in their fight against an ancient enemy of the food people, Mold. As their once dormant enemy returns, seeking to rule the world of Foodomina and spread their infection across the galaxy...

Roles

  • Composed 10 unique, loop-able compositions for a narrative driven RPG demo (20-25 minute gameplay)

  • Composed an opening cinematic, teasing musical themes present in the gameplay

  • Crafted an original Lo-Fi soundtrack to accompany the promotion, release and debut of Foodomina, becoming a driving force in the marketing campaign

Programs

  • Ableton (DAW)

  • Ozone iZotope (Sound Design & Mastering)

  • Serum, Operator & Spitfire (Sound Design)

  • Google Workspace (Asset Delivery & Organisation)

  • Notion (Project Management & Communication)

Opening Cinematic

This is the soundtrack to the intro sequence I created for the Foodomina Demo. I have used a mixture of orchestral instrumentation and 8-bit styled synths for this opening cinematic.

Foodomina Soundtrack

The following are my compositions for the Foodomina Soundtrack. Through my choices of sound design and reoccurring musical motifs, I’ve aimed to create a sci-fi soundtrack that fits the quirky and upbeat nature of the game.


Metro Exodus | 4A Games 2022 (Soundtrack Rework)

Metro Exodus is a first-person shooter game with survival horror and stealth elements. It is the third installment in the Metro video game trilogy based on Dmitry Glukhovsky's novels, following the events of Metro 2033 and Metro: Last Light.

Soundtrack Rework

Here I have re-created the soundtrack to an extended trailer for Metro Exodus to showcase the darker side of my composition style. Taking my own approach of unnerving atmospheres and high intensity music to fit the post-apocalyptic world of Metro.

Production Style

Each element from this soundtrack was created from scratch using FM & wavetable synthesisers ran through layers of filtering and distortion. I use mainly Ableton to create these effects, especially utilising multiple LFO’s so the soundscapes are played slightly differently each time. This is especially useful for longer looping ambience, atmospheres and drones.

Sound Design Methods

For those who are interested in the more detailed side of sound design, here are four examples of the instrument chains I built in Ableton to create the varying ambience, atmospheres and drones heard in the above examples.


UNREST GAMES | Pando Platypus’ Typing Bonanza 2023

Pando Platypus' Typing Bonanza is a throw back to games of the 1990s, such as Typing with Timon & Pumbaa (1998) and Mario Teaches Typing (1992), that aimed to teach the younger generations (at the time) to learn how to type with more accuracy and faster speeds whilst keeping them engaged with the promise of spending time with franchise mascots. As the game progresses, a more sinister plot is revealed, transforming this simple typing game into a world of mystery for the player to explore.

The aim for PPTB was to create short & catchy melodic themes based on the nostalgic style of 8-bit music. As such, I was restricted to using only simple waveform synthesisers and 8-bit drum samples commonly found in games from the early 90’s.

Roles

  • Composed and produced 3 unique musical themes

  • Ensured each theme looped seamlessly and developed with the narrative

Programs

  • Ableton (DAW)

  • Ozone iZotope (Mastering)

  • Serum & Operator (Sound Design)

  • Google Workspace (Asset Delivery & Organisation)

Game Play

A run-through of game play from the official PPTB demo featuring the three tracks I composed for each level.


Mehnil Handheld Game | 2022 (Soundtrack Rework)

A rework of audio from the hand held game Mehnil, including all musical themes, tracks and sound effects. This is an example of soundtrack I have created to be used for a handheld game. The music motifs repeat throughout the different levels and scenes of the game to create a cohesive gameplay experience. On top of this all the sfx created are in the same key as the soundtrack to avoid becoming jarring and enhance the audience's listening experience.

The total deliverables for this project includes 3 loop-able soundtracks for the main menu, level load and gameplay as well as, 11 unique sound effects for varying events or triggers.

Game Play

A run-through of game play featuring the re-worked soundtrack, sfx and audio transitions I created in real time.

SFX Assets - Mehnil Handheld Game


LIMINAL VR | Nimi’s Gift 2023

Taking an evidence-based approach from research in the fields of neuroscience and psychology as well as implementing tried and tested techniques from the games, music and movie industries – the Liminal Platform delivers short, engaging virtual reality experiences to empower people to choose how they feel and perform.

The aim for ‘Nimi’s Gift’ was to develop a calming virtual experience in the form of a breathing exercise. My role on this project was as audio director, to compose a soundtrack that kept the audience engaged while eliciting a calming feeling. I was also tasked with creating all the sound effects and environment audio to help immerse the audience in the virtual world.

Roles

  • Composed a single looping musical theme with 3 vertical layers to increase in intensity alongside the narrative

  • Designed 14 unique SFX

  • Created 3 ambience loops to add detail to the world environment

Programs

  • Ableton (DAW)

  • Ozone iZotope (Mastering)

  • Serum & Operator (Sound Design)

  • Google Workspace (Asset Delivery & Organisation)

SFX Assets - Nimi’s Gift

During the creation of the SFX assets it was crucial to ensure the soundscape remained cohesive. As such all SFX’s remained in the key of the soundtrack (where possible) and were often re-sampled audio from the instruments in the soundtrack