Sound Design Reel
Combat, spells, weapons, creatures, and sci-fi spaces rebuilt from field recordings, synthesis, foley, and Reaper edits.
Why Redesigns
Take a game scene you know by heart. Mute the original audio. Now make it sound real again using your own recordings, synthesis, and processing. That is the redesign exercise. It's harder than it sounds because people already know what the original sounds like, so small differences stick out.
These four redesigns span about a year of work. Fractured Horizon is early and simple compared with the later work, but it taught me that sync timing is everything. By the time I got to God of War, I had a process: record raw material, layer and process in Reaper, then match the energy of the original without copying it.
The rule across the core redesigns was the same: no commercial sound libraries. Most layers started from a microphone or a synth oscillator; if I could not record it, build it, or process it into place, it did not go in those mixes. Later assignments on this page had different briefs and allowed library material, so I label those separately instead of pretending the same constraint applied everywhere.
Redesigns
God of War - Combat Redesign
RedesignConstraint: no original audio, no commercial libraries, and combat that players already know by sound. I built axe hits from metal-on-meat recordings, including a pork shoulder hit with a wrench as the base layer. Shield blocks use a hard-compressed transient with a ringing tail. Enemy screams came from pitched-down voice takes blended with non-commercial animal recordings, tuned until they stopped sounding cartoonish and started reading as pain.
Audio notes
God of War - Combat Redesign. Constraint: no original audio, no commercial libraries, and combat that players already know by sound. I built axe hits from metal-on-meat recordings, including a pork shoulder hit with a wrench as the base layer. Shield blocks use a hard-compressed transient with a ringing tail. Enemy screams came from pitched-down voice takes blended with non-commercial animal recordings, tuned until they stopped sounding cartoo...
Baldur's Gate 3 - Spell FX Remake
RedesignThe goal was immediate spell readability. Fire starts with a gas-burner recording pitched down an octave, with synth crackle on top for the magical layer. Ice uses granular synthesis with a slow attack so it feels like it is forming. Lightning hits hard and disappears fast. Each element has a different envelope and texture, so the spell type is clear before the visual fully lands.
Audio notes
Baldur's Gate 3 - Spell FX Remake. The goal was immediate spell readability. Fire starts with a gas-burner recording pitched down an octave, with synth crackle on top for the magical layer. Ice uses granular synthesis with a slow attack so it feels like it is forming. Lightning hits hard and disappears fast. Each element has a different envelope and texture, so the spell type is clear before the visual fully lands.
P2000 + Sci-Fi Weapon - Sound Design
Synthesis + FoleySame exercise, opposite directions. The P2000 pistol is foley and field recordings: mechanical clicks, a dry close-mic shot, room reflections added back in post. The real-world layers are recordings I made myself. The sci-fi weapon is pure synthesis and spectral processing. No microphone involved at all. Sounds like electricity arcing through glass. Doing both at once made it really clear how different the two approaches are.
Fractured Horizon
First ProjectMy first sound design project. I replaced all audio for a sci-fi scene: spaceship hum, alarm tones, and mechanical doors. This is where I learned how much timing matters. A door sound 3 frames late looks wrong immediately. I also learned that a spaceship hum is not one sound - it is five or six layers at different frequencies, and if one drops out, the whole thing feels thin.
Audio notes
Fractured Horizon. My first sound design project. I replaced all audio for a sci-fi scene: spaceship hum, alarm tones, and mechanical doors. This is where I learned how much timing matters. A door sound 3 frames late looks wrong immediately. I also learned that a spaceship hum is not one sound - it is five or six layers at different frequencies, and if one drops out, the whole thing feels thin.
Weapon Redesigns
Call of Duty - M1911
Foley + TransientClassic 1911 pistol. The challenge was matching the iconic COD weapon punch without any sample libraries. I recorded metal clicks and slide actions from my own door hardware and camera shutters, layered them with a compressed transient hit for the actual shot. The tail is a short room reverb bus to sell the space. What I learned here: transient shape matters way more than the body of the sound. Get the attack right and the rest can be almost anything.
Audio notes
Call of Duty - M1911. Classic 1911 pistol. The challenge was matching the iconic COD weapon punch without any sample libraries. I recorded metal clicks and slide actions from my own door hardware and camera shutters, layered them with a compressed transient hit for the actual shot. The tail is a short room reverb bus to sell the space. What I learned here: transient shape matters way more than the body of the sound. Get the attack righ...
Deus Ex - PEPS
Pure SynthesisPEPS is the non-lethal sonic rifle from Deus Ex. No physical reference - it shoots sound waves. So I went pure synthesis: a sub-frequency sweep for the low-end pressure, a high-frequency whine for the weapon energy, and a burst of filtered noise for the impact. Making it feel like a weapon and not just a pad effect was the hard part. I ended up adding a sharp mechanical click at the start - a mic'd metal switch - and that gave it the physicality it needed.
Audio notes
Deus Ex - PEPS. PEPS is the non-lethal sonic rifle from Deus Ex. No physical reference - it shoots sound waves. So I went pure synthesis: a sub-frequency sweep for the low-end pressure, a high-frequency whine for the weapon energy, and a burst of filtered noise for the impact. Making it feel like a weapon and not just a pad effect was the hard part. I ended up adding a sharp mechanical click at the start - a mic'd metal switch -...
Overwatch 2 - D.Va Light Gun
Fast-Fire LayersD.Va's Light Gun fires fast, so each shot has to be tight and punchy or the rhythm breaks. I built a short attack transient from a ceramic tile tap, layered a synth energy sweep underneath, and rotated three slightly pitched versions to avoid the ratta-tat repetition that kills fast-fire weapons. The firing rate is the constraint: each shot has only a short window before the next one plays, so every layer has to breathe in that space.
Audio notes
Overwatch 2 - D.Va Light Gun. D.Va's Light Gun fires fast, so each shot has to be tight and punchy or the rhythm breaks. I built a short attack transient from a ceramic tile tap, layered a synth energy sweep underneath, and rotated three slightly pitched versions to avoid the ratta-tat repetition that kills fast-fire weapons. The firing rate is the constraint: each shot has only a short window before the next one plays, so every layer has to b...
Game Audio & Creature Work
Cloud Gardens - Game Audio
Ambient + FoleySound design for Cloud Gardens, a slow garden-building game. The brief was calm and distant - the opposite of a combat game. I layered field recordings of wind with synth pads from Massive and Analog Lab 5, then ran everything through Waves H-Reverb to push the sounds far away. Plant growth is a soft organic rustle with a pitched-up synth bell on top. Object placement is foley on wood, metal, and stone, processed with Brauer Motion for small spatial movement. Different rule than the redesigns: library samples were allowed here (Soundly, Splice, Freesound) because this was about blend and atmosphere, not building everything from scratch.
Audio notes
Cloud Gardens - Game Audio. Sound design for Cloud Gardens, a slow garden-building game. The brief was calm and distant - the opposite of a combat game. I layered field recordings of wind with synth pads from Massive and Analog Lab 5, then ran everything through Waves H-Reverb to push the sounds far away. Plant growth is a soft organic rustle with a pitched-up synth bell on top. Object placement is foley on wood, metal, and stone, processed...
Creature Design
Layering ExerciseShort creature design exercise - build a monster out of layered animal samples and battlefield ambience. Source material: alligator growl, chimpanzee screeches, lion roar, bat chatter. All pitched, time-stretched, and blended together until the individual animals disappear and something new emerges. The background is distant battlefield ambience, radio static, and an orchestral instrumental underneath. The exercise here was about layering and blend, not source creation from scratch.
Audio notes
Creature Design. Short creature design exercise - build a monster out of layered animal samples and battlefield ambience. Source material: alligator growl, chimpanzee screeches, lion roar, bat chatter. All pitched, time-stretched, and blended together until the individual animals disappear and something new emerges. The background is distant battlefield ambience, radio static, and an orchestral instrumental underneath. The exercis...
Sound Design in Other Projects
Shadow Frames
Horror sound design: anomaly audio, ambient layers, tension systems. Solo audio designer for 4 months.
Not Today, Darling!
4-player racer with ~70 UE audio events: character voices, procedural engines, collision impacts.
Akantilado
3D jungle animation with 200+ custom foley and ambience sounds, delivered in stereo and 5.1.
Amorak
Creature vocals built from processed animal layers, plus cave ambience designed around distance and threat cues.
Pause & Deserve
Solo horror prototype with field-recorded atmosphere, MetaSounds SFX, Sound Cue triggers, and UE5 HRTF.
Richter
Earthquake field recordings, dialogue mixing, sidechain ducking in Reaper.