sound design -- my demos
Hey guys I have some demo materials here of my works on a few hl2 mods.
http://www.jeffstorm.com/Music/Jeff_Pitts_DemoReel_01.mp3 -- watch your levels with this one as it starts off with louder gunshot type sounds. The vocal work isn't my voice. I just cleaned up the files and altered them to fit the character.
http://www.jeffstorm.com/Music/Jeff_Pitts_DemoReel_03.mp3 --most of my ambient work on the neotokyo mod for hl2 (neotokyohq.com) All of the ambient beds are scripted ingame to give more variation by keeping the sounds separate.
http://www.jeffstorm.com/Music/pz_all.avi -- one of the heavy weapons in NT. This video shows my ability to sync audio to animations.
http://www.jeffstorm.com/Music/hopper_test.avi -- ingame video of a high tech engine loop. All the layers of sound come from my modular synthesizer. Using a system like this along with multitrack recording/mixing software allows for total control over looping style sounds.
opinions of my work are welcome. Please don't cut me apart please ;p
If you have a project that needs sound design please feel free to contact me.
www.jeffstorm.com -- click the contact link (keeps the spam away)
any thoughts on my work? I know most of it is just sound out of context but do you think I could use this work as part of a resume?
Hey man, sorry for the delay in replies. I love what you did with the voice editing! That was a great idea to show a before/after kinda thing; what effects did you use for it?
As for demo presentation, I'd recommend putting the sounds into a context via either video or a narrative audio montage. The voiceover thing (as in your mp3 demos) might help in very small doses, but I don't think the lengthy explanations are necessary; a narrative audio montage would be self-explanatory, and more digestible/timely. What I mean by this is an imaginary scene within a game that would incorporate various types of sounds, and have a clear drama and development. Success would mean giving a clear sense of what's going on through audio alone.
A video montage is another great option, you could edit together some clips of your HL2 mod or even re-score a clip from a released game.
Good luck!
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Wilbert Roget, II
Composer
RogetMusic.com
As for demo presentation, I'd recommend putting the sounds into a context via either video or a narrative audio montage. The voiceover thing (as in your mp3 demos) might help in very small doses, but I don't think the lengthy explanations are necessary; a narrative audio montage would be self-explanatory, and more digestible/timely. What I mean by this is an imaginary scene within a game that would incorporate various types of sounds, and have a clear drama and development. Success would mean giving a clear sense of what's going on through audio alone.
A video montage is another great option, you could edit together some clips of your HL2 mod or even re-score a clip from a released game.
Good luck!
------------------
Wilbert Roget, II
Composer
RogetMusic.com
Hey Will,
Thank you for the positive comments. The voice work if I remember correctly started with hiss removal with the waves restoration bundle then I pitched the sample down slightly. I then tried to use some distortion to dirty up the sample and make him sound hoarse but it didn't come out as "real" more like thru a speaker. So I used a ring mod with a fairly fast lfo cycling the sine into the sample, I mixed it in just a little bit and this gave the voice the raspy hoarseness it has ;p
Thank you for the positive comments. The voice work if I remember correctly started with hiss removal with the waves restoration bundle then I pitched the sample down slightly. I then tried to use some distortion to dirty up the sample and make him sound hoarse but it didn't come out as "real" more like thru a speaker. So I used a ring mod with a fairly fast lfo cycling the sine into the sample, I mixed it in just a little bit and this gave the voice the raspy hoarseness it has ;p
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