SOUND DESIGN | FREQUENZIE
Sound Designer. musician, producer, audio engineer.
Hit Play!
This is my most recent project called Whatever You Please. The inspiration behind the lyrics and feel of the song is mainly pertaining to being a bartender amidst a pandemic. As I pursued my B.S. in Audio Production at Full Sail University, I supported myself in the service industry. This song was the final project from composition, singing, recording, production, mixing, mastering, and more. I hope you enjoy!
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Instrumental Credits
Guitar: Bryan Grimm
Bass Guitar: Izaak Butler
Below are some examples of my work attached to some video. I hope you enjoy!
MUSIC
This is a jingle I got commissioned to make for a radio advertisement.
Both examples above are unmixed and unmastered samples of original audio that I have produced. The logo and animation was also designed and edited by me. The software I used to create above projects are: Ableton Live Suite, Logic Pro X, Pro Tools, Canva, Procreate, and Final Cut Pro.
Game Audio
The first example is an early example of my first go at game audio. The second is a more recent one, where every sound you hear was recorded, designed, edited, and implemented, by me. The software I used for both of these projects were: Pro Tools, Logic Pro, Ableton Live Suite, Wwise, Unity, and Final Cut Pro.
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As I get more confident with my tools, I plan to reopen these projects and improve elements that I think are lacking.
Character Design
In this example, I created a variety of footsteps for each surface that the character walked or ran over. In the implementation process in wise, I placed all audio assets in each according random container, adding a pitch variation to avoid the sound of the footsteps from being too repetitive. I also created switch containers that adjusted the intensity of the steps when the character ran, and switched the sound of the footsteps from wood to grass to rocks.
The character looked like she was wearing a lot of leather and a little bit of metal, so I created some foley that was triggered by her movements, also varying in intensity.
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The grunts she makes is my own voice, recorded with my H5 zoom recorder in a controlled space at my home. All audio sources were recorded from scratch and processed to match in timing with the events of the game engine.
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Stay tuned for a robot character design reel!
Magic Spell Design
Designing magic spells for me is the most compelling. All sounds created in this example were raw recordings captured by me with some very intricate layering and processing via Pro Tools and Ableton.
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**Note on Spell 4, the sound of the explosion is delayed by about half a second. This was due to a code error in the game engine's index.
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Another reel of 5 more magic spells will be added within the week!
Menu/UI Design
This first example is three separate versions or concepts for the same menu. The second and the third concept were all made of digital oscillators and synths, three from Logic Pro, and the one from Ableton. I used stock plugins that emulate analog synthesizers to create and shape MIDI sounds that were close enough to the idea of the sound I wanted in each version.
When using these oscillators, I first select the type of audio wave, (sine, square, saw, noise), whether I mix it with a second or sometimes even third. Then I adjust the parameters of the audio envelope: attack, decay, sustain, release. Once the general tone and timbre of the sound is close to desirable, I apply a high pass filter, an envelope of that filter, an LFO that modulates only slight movement to add depth, and many other parameters. The limits are endless.
From there I bounced them into .WAV files, transferred them over to Pro Tools, and mixed them to have consistency in timbre, level, and sonic space. Once the sounds were designed, I implemented them into the game engine with Wwise.
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The first menu concept is all made out of small kitchen utensils and appliances. (Fun fact, the menu transition in the second concept is made out of my Soda Stream and Keurig motor.)
I really enjoyed Red Dead Redemption. Of course, I didn't have any access to any middleware of this came, so this was just a screen recording of the game loaded into Pro Tools with all audio assets placed on the timeline to match the action.
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This was my second attempt ever at a menu/UI sound design, using mostly organic materials with little to no audio processing.