“Nothing has to be true, but everything has to sound true.”

- Isaac Asimov

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  • Scott Deathe | Sound Designer Showreel

    Scott Deathe | Sound Designer Showreel

    A showreel/demo reel of some sound design and implementation highlights from several AAA games including: Assassin's Creed Nexus VR, Far Cry 6 & DLC and Starlink: Battle for Atlas.

  • Assassin's Creed Nexus VR | Sound Design by Scott Deathe

    Assassin's Creed Nexus VR | Sound Design by Scott Deathe

    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

  • Far Cry 6: Lost Between Worlds DLC | Sound Design and Music Editing by Scott Deathe

    Far Cry 6: Lost Between Worlds DLC | Sound Design and Music Editing by Scott Deathe

    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

  • Far Cry 6: Sound and Music Design - Scott Deathe

    Far Cry 6: Sound and Music Design - Scott Deathe

    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

  • Starlink: Battle for Atlas - Arwing SFX Sound Design - Scott Deathe

    Starlink: Battle for Atlas - Arwing SFX Sound Design - Scott Deathe

    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.