Omni Audio

Skills: Sound Design, Composition, Mixing, Mastering, Batch Processing, Client Communication, UI sound design, scripting, implementation in FMOD + Maya

 

This video is a combination of the highlights of my work at Omni across many different titles.  In my time at Omni I worked on everything from managing tens of thousands of dialouge files per game in various languages writing batch process to master audio, to doing sound design, to implementing interactive audio in FMOD, WWISE, XACT, and other systems. It was always a new challenge.  Below are some of the titles I contributed heavily too. 

Nanovor is a super unique concept where the characters were stored in devices.
Players would connect the devices and battle each other.
Because the characters were prized possessions, the most important part of the UX was the uniqueness of each creature sound. I used a lot of cross synthesis techniques to create a wide palette for this.

For the Xbox Live title "Uno Party," I worked mostly on the UI sounds. Most actions were designed to be rewarding, but some were also meant to caution the user.

There was extensive use of sparkly textures, lush pads, and synth blips to create the positive reinforcement Microsoft expected form this title.

Gel: Set & Match is a super cool indie game that has a fun puzzle like dynamic. I actually created ALL the sounds and music for this game.

A big part of the unique element was the way the blocks animate, and I ensured the music and SFX matched this bubbly and fun aesthetic.

Tornado Alley is possibly one of the most under-rated games ever. The game play dynamic is very similar to Katamari, where the user interacts with a large world view, rather than being character based.

As the player flies around a giant tornado, they get bonus for various actions. I did lots of cinematics, UI, and SFX editing for this game.

"1 v 100" was a UK based game show that allowed users to play against each other for trivia style quizzes in real time.

It was probably not a huge hit, but I made sure all the UI, cinematics, and crows sounds were gangbusters.

Kodu is a unique concept from Microsoft Research. It allows players to make their own game out of scripted actions.
The gameplay is similar to an early concept of MineCraft, and teaches kids about scripting action.

I made lots ambiance, character, and UI sounds for this unique title and spent quite a bit of time at Microsoft to ensure they were happy with the implementation.

For Dark Void, I mostly worked in the Unity platform tagging different materials and textures in the 3d engine.

This ensured that the realtime effects such as reverb would accurately adjust ambiance settings for pre delay, diffusion, etc. It wasn't glorious, but I learned on the spot and worked at the studio until it was done.

This game was super bizarre and also pretty neat. I actually didn't do much sound design, but did receive the unique challenge of turning all the music into a proprietary "tracker" style format.

This taught me about the challenges earlier generations of game audio composers faced in terms of file size + implementation.