I had the incredible chance to work on the sound design and audio implementation on this project. I did mostly character sounds, as well as some map features like the animal attractors and took care of reverb zones. I was involved in the fine-tuning of some attenuation curves and auditory distances layers for some sounds.
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For this German feature film, I did a lot of sound design as well as the re-recordings all ambiences in surround format. I performed foley sounds and was involved in the mixdown in Post-Production.
This short movie from the Film Academy Baden-Würtenberg was completely without any location sound. The project was quite artsy and I needed to tell a lot about the environment on the sound level. I went with a hyper-real sound design and did all the foley for the character. I needed to mix in synthesized elements to the ambiences and since there where robots and machines, I needed to do some SFX that belong more to the sci-fi realm.
I started doing more and more field recordings in 2017. As a result, I started producing my first library called "Autumn Forest Vol. 01". This library contains more than 200 natural ambience clips with embedded metadata. They are mixed and cut into: loops, transitions and variations to be ready to use inside your project. The metadata precisely points out any bird species, the specific environment and acoustic properties, the current day-cycle, weather conditions and any foreground or background events that are audible in the clip. To enhance the ease of use, I decided to structure the library as a modular toolbox for ambience sound design. It has been recorded in some of the oldest, quietest and most pristine forests all over Germany and offers a large collection of active and quiet nature ambiences featuring a variety of different natural environments and wildlife.
This is the Viking Village Unity3D tech demo. I used it to create a game audio implementation demo using Unity 2018, Wwise 2018 and some custom C# scripts referencing the Wwise-API. Additionally I recorded footstep-sounds for different materials and character foley sounds. The Footsteps where implementing with a ray-cast system checking the respecting surface materials. All SFX and Ambiences have been designed and implemented respectively. Additionally I did made the stinger sound. The music is from extraordinary composer Adrian von Ziegler. Please note that this demo is for educational purposes only.
For my Bachelors Project I produced a short-story as a VR-Experience in only 3 months. I wanted to come up with a production workflow as early adaptor for the Oculus Rift system in early 2017. I used Unity, Wwise and the Oculus Spacializer for that.