Working on the audio design and implementation of the main spaceship crashing down in the Skyharbour VR-Benchmark cinematic demo. Creating a supporting soundscape completely based on 3D Emitters going through Oculus HRTF processing.
The Climb | Oculus VR
Working on the audio design and implementation of the environment and scripted events in all levels. Developed a 3D wind system in Wwise and Cryengine that is automatically responding to in-game geometry, allowing for a dynamic ambience reacting to the rocks while the player is climbing through them.
Robinson: The Journey | PlayStation VR
Audio Designer covering all environmental audio as well as a majority of the dinosaur characters found throughout the world. The ambience of the world is completely made out of 3D positional audio emitters, allowing for an immersive experience through the VR Headset. Release for the Sony Playstation VR.
Back to Dinosaur Island 1 | GDC VR-Demo
Responsible for the complete Audio Design of the T-Rex dinosaur in the VR-Demo as well as Implementation using Wwise and Cryengine.
Back to Dinosaur Island 2 | E3 VR-Demo
Working on the audio design and implementation of environmental sounds for the VR-Demo showcased on E3 2015. Setting up Wwise Project structures and assisting in final mix.
Mission Raceway Library Recording
Recording an Audio Library of racecar sounds on Mission Raceway in Vancouver. Collecting drag racing, car-bys and engine sounds in different intensities as well as preparations for the race.
Cyber Dialogue Conference 2013
Sound Design in close collaboration with Chopshopmedia.ca. Providing a unique atmosphere for the trailer through the use of specifically created assets. Presented by the Canada Centre for Global Security Studies at the Munk School of Global Affairs, University of Toronto.
Winner of public pitch with more than a hundred competing sound designers for the new audio logo of Chopshopmedia.ca. Close collaboration to finalize the audio that fits best to the agencies design vision.