Sound Design Reel Files

 

SOS Children’s Villages Commercial

Description

A commercial for an international not-for-profit organization SOS Children’s Villages in Glyfada and Athens, Greece to be used to fundraise and raise awareness of SOS Children’s Villages Greece.

Software & Equipment

  • ProTools

  • Avid (and Avid Partner) Plugins

Process

  • Worked directly with location sound boom operator and mixer to ensure sound quality while working with the existing building/s architecture and talent comfortability

  • Curated and Edited SFX for Greek and English speakers while ensuring clarity and emotional/contextual translation of client's message 

  • Edited both English and Greek dialogue, communicating with a native speaker to ensure the clarity and emotional/contextual translation of message the client wanted to portray

To learn more about SOS Children’s Villages, visit https://www.sos-usa.org/about-us

 

The Legend of Zelda: Breath of The Wild

Description

A redesign for the opening sequence of The Legend of Zelda: Breath of The Wild in which the player character, Link, awakens after 100 years.

Software & Equipment

  • ProTools

  • Avid (and Avid Partner) Plugins

  • MIDI 68 Keyboard

Process

Employment of a combination of both Non-diegetic & Diegetic sounds, as well as an original composition.

Carefully selecting and curating each sound element, ensuring they blend seamlessly together and creating a unique and immersive auditory experience for the player. Through trial and error, I was able to fine-tune the music and sound effects to perfectly match the visuals and overall tone of the game's opening sequence.

Soul Cave

Description

This was a creation of an immersive game experience with custom motion and sequence activated triggers, including panning and binaural sound effects .

Software & Equipment

  • Wwise

  • Unreal Engine

  • MIDI 68 Keyboard

Process

Carefully selecting and curating each sound element, ensuring they blend seamlessly together and creating a unique and immersive auditory experience for the player. Through trial and error, I was able to fine-tune the music and sound effects to perfectly match the visuals and overall tone.

 

Great Fairy Fountain MIDI Mockup

Software & Equipment

  • ProTools

  • MIDI 68 Keyboard

Description:

This is a MIDI mockup of the song from the video game The Legend of Zelda: Breath of The Wild. This song plays when the player (Link) gets close to a “Great Fairy Fountain” in-game where the player can summon a fairy to upgrade their armor.

What did I do?

To remake the song "Great Fairy Fountain," I utilized ProTools for editing, mixing, and track creation. I employed a combination of pre-existing and non-pre-existing plugins to achieve the desired result. One of the plugins I used was Xpand! 2, which allowed me to add multiple new layers to each track and enhance the overall sound. By utilizing a range of plugins, I was able to achieve a result that closely resembles the original song.

 

ADR

Software & Equipment

  • ProTools

  • Shure M7B

Process

This is a clip from the Nintendo Switch Game, The Legend of Zelda: Breath of The Wild. Replaced with original audio.

 

Foley Sound

Software & Equipment

  • ProTools

  • Adobe Audition

  • Shure M7B

Process

I used my Shure M7B mic to simulate being outside in whipping wind and thunder. I also added a reverb using Adobe Audition to add more to the effect of a person being pushed around by the wind.

 

Foley Sound #2

Software & Equipment

  • ProTools

  • Shure M7B

Process

I used different homesure of my mouth to simulate the sound of a horse’s shoes clopping on the ground to give the effect of movement and walking.

I also added sounds of bees buzzing, birds chirping, and the wind blowing to really bring out the sensation of riding on a horse.

 
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UI/UX & Prototyping