A selection of clips from some of my favorite scenes I designed, from Guardians of the Galaxy and Minecraft Story Mode, while I was at Telltale Games.
GLOBAL CREDITS AND INFO:
GUARDIANS OF THE GALAXY: Sound Designer
Episodes 1 - 5
MINECRAFT STORY MODE: Lead Sound Designer
Season 1 Episodes 7 & 8
Season 2 Episodes 1 - 4
What I did for all projects:
VO & Music Editing
Mixing & Effects: Music, Ambient, SFX and VO
Final Mastering: Michael Kamper, Audio Director
GUARDIANS OF THE GALAXY
The “relic” has supernatural powers of causing one to communicate with loved ones who have passed on. Peter can talk to his late mother via this item, and he does not want to lose it. Creative design, FMOD effects, multiple music tracks, and mixing are employed to relay this. I wanted to create a hallucinatory vibe.
ROCKET AND LYLLA ESCAPE PART 1
For the drones’ flight, I programmed FMOD with several parameters, including pitch, doppler, and flange. One of the layers was Foley of my standing desk operation.
ROCKET AND LYLLA ESCAPE PART 2
This clip shows the attack drones, programmed with various FMOD parameters, as well as UI interaction. Custom mixers, busses, and EQ filters as used for the muffled voices/sounds, done with location/proximity parameter via FMOD.
Sound plays a huge role in this video. Creative real-time editing and mixing via FMOD to warp and distort the music track in this surreal dream-like state, which is later discovered to be like a ‘holodeck’ of the mind. The chaos increases as you draw near, and is sharply silenced when Peter and Gamora get to the end. Then you hear only clothing Foley, created by manipulating leather.
THE ILLUSION FADES AND BECOMES A SHIP
The illusion created by Mantis’ ship and her powers os empathy melt away. Several layers are used, including burning a piece of paper. I tuned the force field to work with the upcoming music.
MANTIS BREAKS HER PRISON
Mantis is angry for being a captive for so many years, and takes it out on the pod that was containing her. This showcases what we called “NV” or Non-vocals. We recorded many grunts, sighs, screams, from each character that we could use liberally throughout the episode as we needed. For most of them, I created random multi’s, so that each performance would be unique. They were not scripted, so we sound designers got to really enhance the experience and emotions of the characters.
Showcasing FMOD real-time manipulation of parameters to affect chorus, flange and stutter, as Nebula is half machine and dying / shorting out. She normally has effects on her half human voice, but I decided to have her last words be completely human. For sounds in the background, like the vital signs alarm, I used emitters that could be triggered to run as long as needed.
MINECRAFT STORY MODE
NOT THE LLAMA!
Showcases our QTE dramatic decision moments and bass drops to create drama and tension, as well as battle and creature SFX. The challenge of designing sound for Minecraft Story Mode was using original sounds to satisfy Mojang, as well as layering and creating higher fidelity sounds. The zombies were performed by the sound designers, including myself.
Almost all animal sounds in Minecraft are actually human-made, and we did not have puppies. So as I’m a high tenor voice, I locked myself in the booth for awhile and created puppy sounds for the episode. I pitched them up. There is crowd walla as well.
OLD BUILDERS CREATE MAGIC STAIRS
Each ‘old builder’ had a certain rare metal or stone power. For the episode, I created custom building sounds for each, and used a random multi in FMOD to create these staircases, made of many blocks quickly. I blended this with a wind gust sound as well as a magical pitched glissando flourish.
HUGE EPIC FIGHT WITH GIANT GHAST
The most epic moment of the episode required about 50 tracks of audio. Defeating the giant Ghast. The Ghast itself was a blend of real-life creatures and existing Mojang Minecraft sounds, pitched down, altered, and varied randomly.