Audio Project Files
The Legend of Zelda: Breath of The Wild
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.
The Ending of The Beginnings
This is a story about a government experiment gone wrong. With global warming and climate change increasing rapidly, the government sought alternatives to reverse the damage that was done to the environment. Thus The SuperLands was born.
The SuperLands project was where ecological scientists and biologists used the bioelectric changes in plants to power civilization by supercharging the microbiome of the plants, moss, and fungi in the SuperLands.
But when the SuperLands started producing food, people who ate the food started experiencing odd symptoms. The more people ate the irradiated food from the Lands, the more people got sick and the virus spread.
The Electric Fever virus spread rapidly across the world, causing chaos and destruction in its wake. While some scientists had seen it as a necessary evil to combat the ecological crisis, others had warned of the potential dangers and unintended consequences of creating such a powerful tool. The debate over its use grew more intense as the virus continued to wreak havoc. Some argued that the ends justified the means, that the sacrifice of a few lives was worth it to save the planet.
Others pointed out that the virus had the potential to be used as a weapon, to be exploited by those in power for their gain.
Despite the warnings, the scientists who developed the supercharged microbiomes continued to work on the project, convinced that they could control the virus and use it for good.
But as Electric Fever spread, and the world plunged into chaos, they began to question their own moral and ethical responsibilities. Had they been too focused on the potential benefits of their work, and ignored the risks and consequences? Had they been blinded by their ambitions and desires, at the expense of the greater good?
As they watched the world burn, the scientists were forced to confront these difficult questions and grapple with the weight of their actions. For they knew that the consequences of their work would be felt for years to come and that the world they had created might not be one they could live in.
What happened to the scientists who developed the supercharged microbiome?
They died or killed themselves out of grief because of what they had done, except one the lead head scientist, Phoneix.
What was the fate of the world as a result of the Electric Fever virus?
The ecosystems collapsed, and with no viable safe food, society collapsed into chaos and disarray, fighting over and scrounging around what little safe food is left or risk death.
Untitled EP
I wanted to create something new and venture into a new area for me, Songwriting and Musical Composition. I wrote and composed three original songs, with a collaboration on one song, Together Forever. I needed someone who would sing the soft rap for the song since I cannot sing. Collum Powers did the vocals for the song Together Forever.
I utilized visual keys/cues of musical composition and my skills from my sound design background, such as ProTools, Adobe Audition, MIDI Keyboards, and Non-linear Editing.
The next song, Visits From Heaven, is a song I composed for my niece that passed away unexpectedly. It’s for people to listen to and feel her presence next to them as they listen. This is just one of the ways I keep her memory alive.
The final song, Little Brother’s Bedtime Lullaby, is for my nephew. He was born two years after the loss of my niece. I wrote this song so he could feel his big sister from heaven.
Virtual Harlem Langston Hughes Poems
I did work for Dr. Brian Carter for his Ph.D. dissertation project, Virtual Harlem. It’s a virtual recreation of 1920s Harlem during the Jazz Age and the Harlem Renaissance when organized crime was just starting to seep into the city. He’s using it as a teaching tool for people to literally step into 1920s Harlem to experience the history of the people and city.
What I did:
I was the Head Audio Engineer and Sound Designer on a team of five people. I handled all of the audio work from asset acquisition to creation to editing to implementation in the Unity Game Engine. One of our goals as a team was to include more interactivity in the game. We did this by adding a famous poet of the time, Langston Hughes poems in the game as collectibles the player can run around Harlem and collect and then store them in their pocket.
I sought out someone who had similar life experiences to Langston Hughes (the struggles of a young African American man in Adulthood trying to find his place in the world and how he fits in / how he can contribute to the great good by voicing the injustices of time).
After doing this, I recorded the two poems we as a collective group agreed on. Then, I edited all of the tracks to the clients wants/needs and then delivered them in a timely manner.
Virtual Harlem Female Character Voices
I did work for Dr. Brian Carter for his Ph.D. dissertation project, Virtual Harlem. It’s a virtual recreation of 1920s Harlem during the Jazz Age and the Harlem Renaissance when organized crime was just starting to seep into the city. He’s using it as a teaching tool for people to literally step into 1920s Harlem to experience the history of the people and city.
What is The Numbers Racket?
The Numbers Racket is an African American run and played lottery. Since African Americans we not allowed to play the Stock Market, they made their own lottery. The player meets up with Runner Boy Stanley who will ask if you like to play, and then (given the answer is yes) ask you what numbers do you want (from 1-100) and how much money the player wants to put down ($0.10, $0.25, or $1). From there, he will take the days “drops” (cards) to Madame St. Clair who will collect them and check all the cards to see all who won who filled out the day’s cards.
But be on the lookout for Arthur The Controller who is involved in a turf war with Madame St. Claire!
What I did:
I was the Head Audio Engineer and Sound Designer on a team of five people. I handled all of the audio work from asset acquisition to creation to editing to implementation in the Unity Game Engine. One of our goals as a team was to include more interactivity in the game. We did this by adding NPCs (Non-Playable Characters/Not-Playable-Characters) all around the world that would guide the player through our main interactive storyline, The Numbers Racket.
I sought out people who would best fit the tonal range of the characters. After doing this, I recorded the character voiceovers, I edited all of the tracks to sound like the real-life people some of the characters are based on such as Mama Rose. I did this by searching the Library of Congress’s Digital Assets Archive to find voice recordings of the people the characters are portraying.
Then I exported the tracks and delivered them to the client in a timely manner.
Virtual Harlem Male Character Voices
I did work for Dr. Brian Carter for his Ph.D. dissertation project, Virtual Harlem. It’s a virtual recreation of 1920s Harlem during the Jazz Age and the Harlem Renaissance when organized crime was just starting to seep into the city. He’s using it as a teaching tool for people to literally step into 1920s Harlem to experience the history of the people and city.
What is The Numbers Racket?
The Numbers Racket is an African American run and played lottery. Since African Americans we not allowed to play the Stock Market, they made their own lottery. The player meets up with Runner Boy Stanley who will ask if you like to play, and then (given the answer is yes) ask you what numbers do you want (from 1-100) and how much money the player wants to put down ($0.10, $0.25, or $1). From there, he will take the days “drops” (cards) to Madame St. Clair who will collect them and check all the cards to see all who won who filled out the day’s cards.
But be on the lookout for Arthur The Controller who is involved in a turf war with Madame St. Claire!
What I did:
I was the Head Audio Engineer and Sound Designer on a team of five people. I handled all of the audio work from asset acquisition to creation to editing to implementation in the Unity Game Engine. One of our goals as a team was to include more interactivity in the game. We did this by adding NPCs (Non-Playable Characters/Not-Playable-Characters) all around the world that would guide the player through our main interactive storyline, The Numbers Racket.
I sought out people who would best fit the tonal range of the characters. After doing this, I recorded the character voiceovers, I edited all of the tracks to sound like the real-life people some of the characters are based on such as Mama Rose. I did this by searching the Library of Congress’s Digital Assets Archive to find voice recordings of the people the characters are portraying.
Then I exported the tracks and delivered them to the client in a timely manner.
Demon Voice
The demon is coming for you! Be sure to look twice, and salt your doors! You’re not seeing things . . . . He’s there to reap your soul and collect his penance.
What I Did:
I used Convolution Reverberation to make my voice deeper and have a wider arc to add to the scariness we know demons for. I also used a Pitch Shifter and Bender to increase the Reverberation and bend the pitch to add to the depth of the overall sound. I then shifted the pitch down as the final step in creating this sound.
Police Crime Scene Runaway Soundscape
The soundscape is to portray the after-effects of a suspect leaving the scene of a crime and the police must track them down while racing through the streets of the city before the suspects gets away for good!
What I Did:
I used an Effects Rack, Dynamics Processing, and Filters to create the sound of the walkie-talkie sounds. I also utilized free stock sounds to add to my storytelling vision. I also made Foley sounds and used common objects to create rumpling of clothes such as blankets and packaging material.
OnyxFest Studio Recordings
A little about OnyxFest: OnyxFest is a festival here in Indianapolis, IN where Black artists of all disciplines gather to celebrate the ones that came before them in their fields and paved the way for them as well as showcase past, present, and future works of art of black artists.
What I did:
I was reached out to personally by the festival organizer to do voiceover work for one of their poets in the festival. I optimized the music they were going to use to deliver a dramatic and impactful experience. I also ran the studio, did the setup and take down of all equipment, and edited all the tracks to suit client wants and needs. I delivered the final project files in a timely manner.
Murder On The Hill
Murder On The Hill is an audio drama delivered in a podcast format. This is an episode of the audio drama I did for one of my Independent Studies. I took one of my old scripts and reformatted it to fit the audio drama style. I then broke up the twenty-page script into eight episodes (including a prequel to the audio drama). From there I went on the hunt for voice actors who fit the characters in the script. I held table reads and casting meetings, and then had a cast. I then formulated a production schedule to record all the episodes in the studio.
After that, I went straight into editing the raw audio files, including but not limited to cutting out pauses, plosives, breaths, repeat dialogue, uhhs, umms, etc. After I had edited all the raw files, I made a list of all the sound effects I would need for each episode. After finding all of the stock sounds, I started sound designing all the episodes to really make audio drama come to life.
The entire project from pre-production all the way to post-production is all done 100% on my own without any external help from anyone. This is a 100% completely original work of art.
Murder On The Hill Playlist Ep. 1-8 + Prequel
Murder On The Hill is an audio drama delivered in a podcast format. This is an episode of the audio drama I did for one of my Independent Studies. I took one of my old scripts and reformatted it to fit the audio drama style. I then broke up the twenty-page script into eight episodes (including a prequel to the audio drama). From there I went on the hunt for voice actors who fit the characters in the script. I held table reads and casting meetings, and then had a cast. I then formulated a production schedule to record all the episodes in the studio.
After that, I went straight into editing the raw audio files, including but not limited to cutting out pauses, plosives, breaths, repeat dialogue, uhhs, umms, etc. After I had edited all the raw files, I made a list of all the sound effects I would need for each episode. After finding all of the stock sounds, I started sound designing all the episodes to really make audio drama come to life.
The entire project from pre-production all the way to post-production is all done 100% on my own without any external help from anyone. This is a 100% completely original work of art.
Harry Potter and Disability Representation Podcast Excerpt
Description: I made a podcast comparing the disability representation, and the lack thereof, in Harry Potter and The Wizarding World to other works such as Marvel.
**To listen to the full podcast click the play button below.
Harry Potter and Disability Representation Podcast
Description: I made a podcast comparing the disability representation, and the lack thereof, in Harry Potter and The Wizarding World to other works such as Marvel.
The Town Lost to Time. . .
I used stock sounds to create the environment, then used my voice to narrate, voice the villain, The Puzzle Master, and make additional sounds.
Description:
It all started when the carnival came to the town of Newerth. No one’s left the town or been able to enter the town since the carnival came. That was close to 100 years ago. Until one dark rainy night, a girl trapped in a fog of mist wanders into town. It was just supposed to be a scary story to tell around a campfire or on Halloween. But the stories are true. . . . IT’S ALL TRUE AND IT WON’T STOP!
Haunted Asylum Escape
I created a soundscape of a haunted asyulm escape using stock sounds. This soundscape has scared its fair share of listeners. . . . Listener Beware!
ADR (Advanced Dialogue Replacement)
This is a clip from the Nintendo Switch Game, The Legend of Zelda: Breath of The Wild. I took out all the audio and replaced it with my own audio as an ADR example.
Foley Sound
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 being pushed around by the wind.