Foley, atmospheres and interactive sound systems, the majority captured from scratch, then taken through rigorous spectral restoration.
A short reel demonstrating Foley performance, atmosphere design and interactive sound implementation.
From first Foley pass to a fully implemented, middleware-driven audio system.
Performance and recording with high-quality microphones and preamps, including specialised microphones when the material calls for it.
Layered, distinctive soundscapes built from originally recorded and synthesised material, rarely from stock libraries alone.
Implementation and technical sound design in Wwise, Unity and Unreal Engine, with experience as audio director on interactive titles.
Spectral cleaning and restoration with iZotope RX for pristine, production-ready results.
Dolby Atmos, binaural and ambisonic mixing for linear and interactive delivery.
Dante (Level 3) and QSC (Level 2), for productions that need audio on the network, not just in the box.
Describe the scene, the platform and the deadline, I'll tell you what's realistic.