HELLO BLUE ISLE STUDIOS!

Thanks for checking out my Portfolio! I've created this page especially for you. I'd like to take you on a journey through some of my previous work, starting with...


SOUND DESIGN


WARFRAME - SOUND DESIGN EXAMPLE

In this short audio demo clip, I recreated and mixed all the sound effects for Warframe. I enjoyed getting very detailed with the atmospheric/world building aspect of the sound design.

 


FANTASY CREATURE SOUND DESIGN DEMO

This short sound design demo illustrates my ability to design sounds for fantasy creatures and magical spells. I pitched the idea of making a combo system where each consecutive hit on the enemy makes the shots pitch up (and then start over when the player misses).


LAST ONE STANDING

I wrote the music and created the sound effects for the charming multiplayer game called Last One Standing. The object of the game is to knock over the opposing player's domino. This game was created at Tojam and can be downloaded here.

For the audio implementation, I exported the track into two separate layers. When the match finishes, the top layer fades out and then fades back in once the table resets. I also recorded some foley for the sound effects.

Last One Standing ended up winning the People's Choice Award at the 2017 Toronto International Film Festival digiPlaySpace!


MILITANT GAME - SOUND DESIGN

I played a part in the sound effects creation process for the game MilitAnt. This game has been in development for over 5 years and is now available on Steam, Xbox One, and the Playstation 4. I was responsible for creating several sounds including weapons, creatures, and movement sounds.

The ant enemy death sound effect is my favourite. I recorded my brother making the sound with his mouth!


DEUS EX: HUMAN REVOLUTION AUDIO EXAMPLE

In this example, I stripped away all the audio and created the sound effects from scratch (Foley and all). I also edited the music to picture and did the final mix to finish off the trailer!


MUSIC


LULLABY OF THE MOON

Lullaby of the Moon is the companion piece to Awaken The Sun. The two pieces complete the Celestial Legends EP.

I wanted to tell Diana’s story, but express it in a way where she is not seen as evil. Lullaby of the moon tells the story of Diana’s struggles, and her transformation into a Lunari. Special thanks goes out to my friend Elsie for helping with the vocals.

You’ll notice the ending of the song finishes on a happier note. I wanted to express the feeling of 'sunrise' at the end of the track.


BANK OF MONTREAL - 8-BIT

I wrote the music for this wonderful video game infused commercial for Bank Of Montreal. I focused heavily on chiptune style sounds and tried to make it sound as authentic as possible!


MOONCREST - THE PROMISE

Mooncrest is a single-player story-based fantasy RPG with a focus on real-time tactical combat, cinematic conversations, and challenging puzzles. The team developing the game is made up of former BioWare Veterans, with over 20 years of combined AAA experience. This fantasy track is meant to sum up how Epic the world of Mooncrest really is.

I wrote this track for the Mooncrest Kickstarter. Unfortunately, the Kickstarter had to be cancelled.


RPG MUSIC PACK

The goal of this pack was to capture the style of old JRPGs that I grew up with, while also modernizing the sound. I took direct inspiration from old SNES games like Chrono Trigger and Final Fantasy.

This pack also illustrates the versatility of my compositions because I was writing for specific themes (forest theme, cave theme, battle theme, etc).

I released this loopable music pack for FREE on my website! You can download it here


VOIGHT-KAMPFF

I wrote a custom original fan track for Cyberpunk 2077. The influences that played a part in this track were John Carpenter, Blade Runner (Philip K. Dick), and Neuromancer (William Gibson). Ultimately I wanted to create the essence of what I believe cyberpunk is about; a dark and dreary world where citizens jack into the net to escape their problematic lives. That's the musical identity I was striving to build.

For audio implementation, I would export the cue into separate layers so it can change and morph depending on what's happening in the game. It builds up naturally over time as well.


That's all for now! My portfolio sums up who I am as a sound designer, musician, and creative individual. I hope to hear from you soon!