Its that time again! A new showreel featuring recent and memorable projects including my original sound design and composition work. All the projects are listed in the description (links to be added soon!). The showreel features my abstract Particles sound design, a dabble into trailer soundtracks and some in-game recordings from the audio implementation of Traction Wars. Combined with some more traditional composition I have completed over the last year!

For more information or to find out how you can get me to write music or sound design for your project, please CONTACT me.
After working on the Particle project, those damn abstract waves have just been placed everywhere. I put them in my header, various icons across the internet... Well now I have also put them on clothing! And other products of course, if you don't like clothes or if perhaps you don't wear any, I'm not here to judge.

The waves! They're everywhere!
I have put several of the designs used or created in projects I have made or been involved with on some physical products that you can now see here:

All of the designs have come from projects I have worked on; mostly particles because they are colourful and pretty. There are also t-shirts available from Shapeway, which I am very happy to be able to offer.

I haven't added any logo-based swag yet, maybe for the future...
A delve into some abstract sound design, with very abstract visuals. The particle effects were created over several months in After Effects, with many hours of trial-and-error and rendering time. Pleased with the results though; it is colourful and full of moving things that don't make a lot of sense but who cares when it looks pretty!

For more information or to hire me to paint random waves of colour in your house or in a gallery or on your pets, please CONTACT me.
For my BSc Sound for Media dissertation, I looked into how game audio is created, along with how the requirements have evolved and how the technology has progressed to allow designers to creatively to enhance the gameplay experience of the player. Research included the history of game audio, how it can be compared to the sound design of film, problems designers face in creating game audio and a brief look into the future.

Interactive entertainment is an expressive art form that engages and inspires millions worldwide. The audio of games must enhance the visuals, while also helping to immerse the player in an entirely virtual world. Ever since computer chips have been able to produce basic tones, audio has been a vital part of gaming. Arcades awash with various hardware-produced bleeps led to home consoles and PCs that are capable of extremely rich and diverse experiences. Designers of such audio now have few limitations on what they can create, while programmers have tools at their disposal to implement the audio in a believable and creative way. Middleware has made it possible for the designer to become the programmer, allowing greater control over audio implementation while also supporting creativity. The interactive nature of games causes problems, especially when compared to the long-standing conventions of the film industry. Technologies such as real-time HRTF-based 3D audio is an exciting possibility for game audio, but as it is not primarily supported by any widely available game engines, the implementation of it is currently minimal at best.
Jump, move, die, dodge, die, speed and die your way through
ShapeWay. You die a lot.
ShapeWay! A game about shapes and, erm, way?

ShapeWay is a puzzle platformer developed by Paperbox Studios, with a focus on two components; building a solution and then playing it. The game has been in development for a while, but is now released on mobile platforms!

Following the launch of the mobile versions, the game was submitted to Steam Greenlight where its campaign was successful. Shapeway will launch on Steam in 2016!

Play it now!
(coming 2016)

ShapeWay on display at PAX Australia.
No headphones though, tut tut!
This was the first game I worked on with Paperbox, which started way back in 2014. My role was to compose background music and create sound design that would compliment the games visuals and gameplay, including all of the dying. As everything tries to kill you in the game, it was important for the sound to not demean or insult the player. Every mode of death has its own unique sound, from being squished by a crusher to breaking on the spikes.

Every sound was designed to feel 'real', yet downgraded. The seemingly simple pixel-art visual style lent itself well to 8-bit sound effects, however from fear of being too predictable, I thought it was best to stay away from this. Instead, real world sounds were used and distorted to give a downgraded impression; to provide extra depth to the world while being in tune with the visuals. For example the real-world boots for the footsteps, or an angle grinder for the saw blade, and the smashing glass for the poor character getting spiked.

You solve the puzzle, and then platform
your way out!
On the other hand, the soundtrack is almost entirely reliant on an 8-bit sound. Initially the four worlds were to be named after shapes - circle, square, triangle and pentagon. It was my intention to therefore have a different tune for each world, based on the relating audio waves - sine, square and triangle, with pentagon involving a combination of all three. This gave each world a distinct musical sound, while remaining in the 8-bit realm. The menu music was the exception, and includes bells with additional percussion to make it just that little bit different, and hopefully not too annoying!

It has been great to see this game finally release, and I look forward to seeing it on Steam in the future. There is room for expansion, so I'm sure this isn't the last we'll see of Mister BlueCube.
Another year, another game jam. Once again I teamed up with Paperbox Studios to make a game in one weekend under the theme of Your Are The Monster. You can see the games Ludum Dare page here.

The idea of the project was simple, the scope not so much. You play as a simple mutant beast who just wants to get through life by feasting on the blood of innocent city dwellers. But because you are a clever mutant, you can transform yourself to look like one of the locals. That way the police won't shoot you. And when they are not looking, you simply transform into your hideous true self and devour the population. You can play it for yourself in a browser here, or download a standalone for Windows here.

In terms of sound design, there was a lot required. So much so, that I ended up creating most of them with just my own lungs. (In comparison so Kid Got Lost - the game we made for a Ludum Dare last year - Downtown Devourer featured ten-times the amount of individual sound files.) My vocal work can be seen on the townspeople, but where my unquestionable talent primarily lays in the making 'slurpy' monster noises. Everything from the sliding movement to the hideous transformation gurgles of the monster made for a very sore throat the next day. I also had fun creating the sounds for the bumbling townspeople. I repeat their happy little mumbles so much perhaps we should all communicate by 'blub-blub-blubbing' to each other...

As soon as I saw early prototypes for the game I knew it had to have a rock soundtrack. Early ideas were thrown around such as 'horror' and 'tense', but for some reason the idea of rock music matched the monster perfectly. It became apparent very quickly that this wasn't going to work as a tense horror game, mostly because of my interpretation of the audio. However, the slow human music creates the calm atmosphere that the townspeople all bop along to, and the heavy monster music raises the stakes and intensity for when they should be running for their lives.

It is a difficult game, but a fun one to work on nonetheless. My high-score is about 10, which I imagine is easily beatable.


In BallTopple, you must use the powers of tilt to collect the right colour balls in to their matching bucket. Hone your skill over 3 difficulty levels and 2 gamemodes until you can call yourself the Emperor of Balls, or something.
The challenging modes and addictive gameplay will have you entertained and hooked until you are seeing red and blue balls in your sleep.
This game probably won't change your life, but should keep you entertained for a while. Can you set a new high score?

BallTopple started as a small side-project during the development of my my Interactive Showreel. This was the silly, fun and annoyingly addictive project that is really the first real game I have produced myself. I wanted to give players a choice with the final game, which is why there are two versions. The full version includes 3 levels, 2 gamemodes, public leaderboards, 15 achievements to collect and is entirely ad free. The free version features the same levels and gamemodes but has ads, makes sense really. The choice is yours!

Here are a collection of images to you in the mood for collecting balls.