game audio | sound design | music composition
Scott Deathe | Sound Design Showreel
Projects
Assisted the Ubisoft Bucharest audio team remotely for about a year’s time, helping design sounds for a new Ghost Recon. My mandate was to support the small audio team on vehicles and ambience. I helped redesign the deployment helicopter, all vehicles, and the main menu soundscape. I executed a polished menu flow of smooth transitions and sounds when navigating between tabs alongside the main menu music within a soundcaster session.
Designed SFX for in-game: object interactions, checkpoint racing SFX, world propaganda binks, music selection and implementation for races and the cockfighting mini-game. Assisted with the editing and implementation of the open world music system. Edited the composer's compositions for various levels of combat, stealth, exploration and scripted mission moments. Edited music and transitions for several missions, in-world music sources like radios, loading screens and completion stingers.
Sound Designer | Unity | Meta Quest
Created sounds for the “Animus”, including ambience, various UI SFX for holograms and visual glitches, the start-up initialization sequence and interactive puzzles in VR. I assisted with the design of the AC: Nexus VR intro logo in time for the announcement trailer. Designed intricate sounds for in-game interactables like the end of ‘memory’ Beacon orb, and collectible fragments. Implemented the sound design for the end sequence playable cinematic of the game and the simulation’s destruction.
00:00 UI SFX and AMB Startup Sequence Initialization
00:20 SFX Puzzles & Player VR Calibration
00:44 SFX Interactable Beacon Orb
01:10 Cinematics SFX In-engine
01:45 AMB Destruction Glitches SFX
02:10 AMB Isolated Dark Drone Loop
02:30 Hologram, Banner and Transition SFX
03:10 AC VR Title