Cor Draconis
2025
A fantasy city-builder by WolverineSoft.
My role was SFX, dialogue, and implementation.
The dialogue was made by recording voice actors making syllable sounds—for example, “ka, ke, ko, ku”—and then processing and chopping those up. I separated them into passing syllables and emphasis syllables (drawing from the dialogue system implementation for Celeste). The longer syllables are drawn out and expressive in intonation, whereas the passing syllables are brief.
The dialogue is implemented such that it isn’t actually dependent on the scrolling of the text. Instead each syllable plays sequentially (with brief, random pauses in between) until the text stops running. This way the speaker sounds more natural and doesn’t change depending on what text scroll speed you set in the settings.
Sound Effects
With the UI SFX, I really wanted the player to feel like a character in the world. So each time you click on a building or menu, it feels like you are truly interacting with that object. For example, the tavern and smithy sound like doors opening, welcoming you into their respective spaces.
At the same time, I wanted to reinforce the “godliness” of the player, by making sure that if you clicked anywhere, it would make a sound. For example, each tree you click squishes and makes a little sound. This plays into that sense of control, as if you could reach out and tap the game world through the screen.
Dialogue
Defenders of the Dune
2024
A beach-themed RTS by WolverineSoft.
My role on the audio team was making SFX/ambience, mixing, and some of the audio implementation.
If you’d like to see the details of the project, check out my blog!
Carrion
2024 - Redesign
A complete redesign of a clip from Carrion, by Phobia Game Studios.
SFX, Creature, Foley, and Ambience.
The video is courtesy of Indie James.
Vapor World: Over The Mind
2024 - Redesign
A complete redesign of a clip from Vapor World: Over The Mind, by ALIVE Inc.
SFX, Character, Foley, and Ambience.
The video is courtesy of WildGamerSK.
Void Fishing
2024
Music/SFX for Void Fishing, made for the Michigame game jam.
Music
Not all of the SFX made it into the game, so feel free to check out everything I made here:
2023
2023
Orbs
Each orb represents a granular synthesizer playing in Max MSP. The pitch/timbre of the synths is controlled by the physics of the orbs, controlled by Processing. And depending on which wall they hit, a different effect is added (delay, chorus, phaser, or flanger). If you press the "r" key, you activate the reverb that turns on when the orbs get close to each other. You can also use WASD to control the acceleration of the orbs.
Weggle
The name comes from how it’s just the game Peggle but with weather. The sounds were made using Max MSP, and the visuals using Processing. The programs communicate with each other to make everything work.
The weather sounds are made using granular synthesis, while the bells are made using FM synthesis.