Unity

Under Cover - Launch Week

Under Cover launched today on the Meta Quest store!! 🥳

The launch week for the game has been incredible! I went to VR Manchester on Tuesday 13th Feb to see Luke Thompson's (Creative Director + Technical Lead) fireside chat on the development of the game. It was such a surreal moment to see the project we’d been working on for the past 2-years up on the big screens in front of everyone!

 

Luke Thompson giving a talk on Under Cover at VR Manchester.

 

Then later in the week, it was so great to be able to hang out & catch up with the lovely SIGTRAP/Under Cover team in person once again at the launch party! 🙌🏻😊

 

The lovely Under Cover crew! Love these folks ❤️ (plus the people who couldn’t make it to the meetup, you were missed 🥲) Here’s to hoping our paths cross again on future projects.

 
 

Under Cover pin badges! These were a sweet gift from Gary (Creative Director & Art Director) and given to all the dev team. Cheers Gary!

 

It was a huge honour and prrivilige to get to play a small part in this project, and to get to work with such a hard-working, friendly and passionate dev team. If you’ve got a Meta Quest 2/3/Pro and you’re up for some VR lightgun fun, then it’s time to take ‘ACTION!’ and jump in - there’s no time (crisis) to waste!

School of Video Game Audio - Unity Course Projects

Here’s a few video clips from some of the projects I’ve been working on throughout July and August while studying on the School of Video Game Audio’s Unity course.

Grenadier Footstep Sound Re-Design

Grenadier Grenade Sounds Re-Design

Viking Village Water Submersion Toggle

GJL Game Parade Spring Jam '21 - ‘After The Storm’

AfterTheStormTitle.png

It was incredibly good fun to work with Kim Lomas (Level Designer) Sean Hall (Programmer) Juliana Milusheva and Ythen Sawers (3D Artists) on 'After the Storm', a short game we made for the GJL Game Parade Spring Jam!

The theme for this jam was 'Strength Lies In Differences', and the story for our game is as follows:

“As the thunder rolls in, a catastrophic tsunami hits the once vibrant and lively beach town you reside in, separating you from your family. After finding a small boat in the place you took shelter in, you set out to find and reunite with them, but it’s the kindness of strangers that will help you on your way. As you come across survivors, you must find a way to communicate with each despite speaking different languages. Help them on your journey and they may help you in return.”

The game is available to play directly in your browser from the itch.io page:

https://seanwhall.itch.io/after-the-storm

Music is from Phil Michalski + Brandon Boone’s ‘Digital Illusions’ pack.

Gods Will Fall - We Make Audio

It was great to work as an Assistant Sound Designer for We Make Audio on Gods Will Fall, which launches today!

I helped out for a couple of months with core game SFX.

Keep your eyes on We Make Audio for more details on this exciting project!

2020 Update

Media City

Howdy doody folks!

Hope you’re all safe and well out there - at the time of writing, everything’s still in lockdown here in the UK with the Covid-19 pandemic. Whilst things are on a bit of a lull at the moment and the flow of time itself feels convoluted, I thought now would perhaps be a good time to write a quick post on what I’ve been up to lately.

It’s been a while since my last blog post, and despite the scary state of the world at the moment, 2020 has been a pretty busy year for me so far, despite all the chaos. I can’t go into any specifics, but I will say that I’ve worked at Immotion Studios on a couple of super fun projects throughout February and March, and I’ve been working as a freelance sound designer for We Make Audio since early Feb!

I’ve also got a couple of half-finished projects I’ve had on the backburner for absolutely ages now, so I thought now would finally be a good time to actually get these finished up and put out in the world. These include my Steampunk Robot sound pack, as well as some music tracks from a couple of different projects that I never got around to releasing. Watch this space for a little bit longer, and I’ll have them out as soon as possible…I hope!

I’ve also been getting a lot of emails from audio students asking for help with Wwise implementation issues in the Unity 3D Game Kit, so I’m considering possibly making some kind of short tutorial or walkthrough to act as a standalone guide that hopefully helps people out? If you’re reading this and that’s something that would appeal to you, then definitely get in touch and let me know if there’s something in particular you’d like me to cover - I’ll see what I can rustle up when I get chance.

Stay safe and make some cool sounds! :)