Sound Design
Sound design for games and linear media, spanning creative audio production, cinematic editing, voice direction, mixing and interactive implementation.
Sound Design Showreel | Short Selection Redesigns
Fast-paced highlights showcasing sound design, audio editing and final mixing across a range of projects.
Role: Sound Design, Audio Editing, Mixing and Mastering
The sound design combines carefully selected library material with original recordings. I generally build each scene in layers, separating the work into ambience for environmental depth, foley for movement and human detail, and spot effects for distinctive actions, transitions and key moments.
Sound Design Showreel | Extended Selection Redesigns
A longer collection showcasing a broader range of styles, pacing, detail and contrasting sound design approaches.
Role: Sound Design, Audio Editing, Mixing and Mastering
This extended reel offers a broader look at my sound design process, combining carefully selected library material with original recordings. Each scene is built in layers, using ambience for environmental depth, foley for movement and human detail, and spot effects for distinctive actions, transitions and key moments.
Grass Official Game Trailer
Role: Sound Design, Music Editing, Final Mix and Master
The trailer features sound captured directly from the game, alongside carefully resynchronised in-game audio and subtle cinematic whooshes to enhance movement and energy.
The music is a licensed stock track, mixed to feel integrated into the game world through techniques such as speaker simulation and distance attenuation. The goal was to remain faithful to the game’s original sound while adding enough pace, impact and excitement to keep the trailer engaging.
Unreleased “So Serious It’s Funny” GRASS Teaser
Role: Sound Design, Music Design, Voice Casting and Direction, Final Mix and Master
Created as a fun internal teaser for GRASS, this piece leans into the polished, cinematic style of a premium car commercial.
I worked with voice-over artist Seamus Gibney, handling the sound design, music design, voice casting and direction, along with the final mix and master.
Nearly all sound effects were created specifically for the teaser. Phase Plant, Serum and Pigments were used to design the room ambience, interface clicks, light movements and cinematic whooshes. Additional sounds were recorded on an iPhone, then heavily transformed using convolution processing to create large metallic switches, mechanical movements and resonant environmental details.
The teaser is currently unreleased, though it may be shared publicly at a later date.