game audio | sound design | music composition
Scott Deathe | Sound Designer Reel
Sound Designer | Dunia Engine | PS5
Full ownership of audio design for several levels including world defining assets, cinematics and music editing.
00:00 Sound Design & Music Design
00:18 SFX_Moving Walls
00:33 SFX_ Moving Platforms/AMB
01:01 MUS_Maze
01:22 SFX_Mortar + Explosions
01:48 SFX_Bomber Fly-By
02:02 SFX_Portal Open/Close
02:09 CIN_SoundDesign
02:43 Dark/Light Drone System Design
03:33 SFX_Energy Storm
04:00 Music Editing Level Sequence
Sound Designer/ Music Editor | Dunia Engine | PS5
Edited the composer's stems into new compositions for all levels of combat, stealth, exploration and scripted mission moments throughout the game.
Designed mission music moments and transitions, loading screen loops per game region and completion stingers.
Assisted the music director with the implementation of the open world music system.
Recorded Foley using found objects, in-studio with various microphones to gather new sounds to add to the team’s SFX library.
SFX for in-game object interactions, checkpoint racing SFX, world propaganda binks.
Implemented in-world music sources like radios.
Copyright-free music selection and implementation for races and the cockfighting mini-game.
00:00 - Music Editing - Title Screen Loop
00:37 - Music Editing - Loading Screen Loops
01:09 - Music Sourcing/Editing - Mini-games
01:30 - SFX In-World Attractor
01:46 - Checkpoint Racing UI SFX/ Music
02:16 - Weapon Source Foley Recording
02:33 - World Music Sources Radio Implementation
02:38 - SFX - CB Radio Animation
03:23 - SFX Yaravision News Stinger
03:30 - Propaganda Sound & Music Design
04:15 - Open World Music System Sequence
06:00 - Mission Complete Stinger
Sound Design | Snowdrop | Nintendo Switch
Designed SFX for Star Fox's Arwing ship engine combining several dynamic layers:
a high air layer (like alien ship steam)
a low wind layer (strong storm-like gusts)
a modulating synth bass layer (alive and hovering)
a jet flame layer (whipping like a flag).
Each sound is tonally unique and behaves differently when the ship is skimming (on the ground), vs. flying in the air or in space. That is due to RTPCs on blend tracks in Wwise that control pitch, linked to player speed and volume linked to player height. When in flight the flame element is linked to a gameplay parameter from the player input (turning range) and is accentuated when doing wide and fast turns.
The servo, boost, shield, and weapons SFX complement the ship engine SFX to create a dynamic and reactive sounding ship that is enjoyable to fly, without fatigue.
When designing the sound of the ship I was inspired by the sound of Star Fox 64 as well as the SFX of the original Arwing on SNES. I wanted to revitalize the sound, make it modern, realistic and thrilling like a powerful military jet.
As a sound designer on Assassin’s Creed Nexus VR, working remotely with the team in Düsseldorf I created sounds for the ‘Animus’, the Nexus VR logo, various UI sfx, in-game interactable Beacon, and collectible fragments, the start-up scenes and puzzles as well as the entire end sequence of the game. Working in Unity developing for the Meta Quest 2/3 (Oculus) headset.
Took ownership of the audio for several ‘rifts’ or levels in this sci-fi themed post-launch DLC for Far Cry 6. Handling the sound design for large level defining assets, world ambience, interactable items/traps and custom music editing.
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.
Exploring UE5's MetaSounds capabilities for music, combining synth voices and wav player modules triggering drum samples to create a random procedural patch to be used in a game context. I manipulate a Performance FX mixer with inputs affecting filters, LFOs, and volume which could be further explored and connected to gameplay interactions using Blueprints.
Exploring a designed music system for an imaginary game inside Wwise. Trialing music theme transitions, music stingers/transition segments, a dynamic combat system, and different game/AI states that would be present in an open-world game environment. Using the interactive music hierarchy, as well as a Soundcaster Session to trigger changes to the music live.
Using music from a commercial library for demonstration/educational purposes, I edited the stems into new themes that represent game states and have brought these loops into a Wwise music system.
A live redesign for my 4th year soundscape class at Humber College. I performed all of the sounds live with my MicroKorg, and Korg R3 running into my Roland SP404-SX Sampler, then finally through my Line 6 DL4 Delay Modeler. Added footsteps and final mix adjustments in post.
FYI - the missing dialogue:
TRON
Where's Flynn?
YORI
He's gone. He went into the beam.
He saved you. He saved all of us.
A man contemplates his existence and his symbiotic relationship with nature.
The Cosmic Freeze is a short film accompanied by an album of music called "Sounds of the Cosmic Freeze" which can be found at andillusion.bandcamp.com/releases
SPOOKY Isles here for Halloween I wanted to take an old Horror SFX record from the BBC and run it into pedals as a mad experiment. Scary sound design, atmospheres and monsters are summoned as the sfx of the past are reborn, undead.
Sound Effects No.13 - Death And Horror (1977) running into the Chase Bliss Audio MOOD into the ZOIA for more effects processing.
Sonic Explorations of a sound designer/filmmaker exploring tools, devices and instruments used for sound creation and creative audio manipulation. A place for gear experiments and soothing sounds.
The SPACE BENDER chorus modulator replicates and warps your signal into beautiful and organic transmissions from a dimension somewhere beyond linear time.
Sending is an analog delay that melds the archaic voice of bucket brigade devices with a fully modern toolbox of digital control.
FALMA is a random modulation pedal that explores experimental combinations of tremolo and vibrato adding subtle audio degradation and uncertainty to your sounds.
An odyssey of sound with the GFI System Synesthesia - a dual-channel modulation effects pedal powerhouse.
Scott is a passionate sound designer
and composer with over a decade of professional audio experience,
driven to work with creative people on creative stories.
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