[I had the good fortune to work on a really cool project FEAR2: Project Origin. Here are some fraps captures from PC of my DLC levels. ...right click save as]

the picture & audio quality is pretty ghetto, but you can get the idea.


 

no God Mode



 

descent from street ambi into alma reality






the bottom of de cratter was totally rad in 5.1





in alma reality & fighting fettel's goons



Music on FEAR2 by Nate Grigg





.::Foley and Field Recording::. .::Footfall Test Map Video::.
This is a video of me running around in the Footfall Test Map. All the samples were recorded around the Austin area. The assets were designed and implemented via heel-toe and the samples were cut from live outdoor performances. This was a lot of fun to work on; I put a lot of blood, sweat and tears into these, mostly sweat.




.::Game Cinemas::.

Game cinemas can be very rewarding for the game audio designer. Unlike in movies, game audio events are either data-driven or systemically called forth, and therefore very unpredictable. In Cinemas, the fixed timeline enables us to delve into high levels of detail.

**Please Note. Posted are personal projects I work on for practice. At Midway Austin, I am currently working on an unannounced IP, so I cannot show any of my work from there.

.::Saints Row::.
Here is a cinema from the game Saint's Row (Volition, THQ) This is a great cinema for highlighting my work on firearms and vehicles (plus a little foley). This is just an example of my cinema audio skills and asset creation, I didn't work on Saint's Row.

Oh No He Didn't... : .::Zerg Trailer for Starcraft 2::.
How could I resist? I have been playing with this to hone my sci-fi skills. The drone is very exaggerated; it's dissonant. And the piece has what I call a "Battlestar Galactica" moment at the end. I didn't work on Starcraft 2.

 


.::Sound Sketches for 3D Animations::.


.::A preVis from Mark Bristol. I think this shows good level of detail for the animatic::.


.::Another one with Bristol to show the concept for a vehicle stunt::.


.::A starcraft interceptor short from master animator Kiel Figgins::.


.::Sound arranged in the form of Music::.

Music has been inpirational to me and will always be a hobby... Here are some personal projects I produced and recorded. Songs, in other words.

 

Brace

Those Times

Hold On




 

.::Sound Effects for Video Games::.

As a video game audio designer I do foley and field recording, sound design assets to be put in the game, implement assets in the game, and add sound to video.

 

.::Firearms and Environment::.

Three variations of an H&K 5.56mm player fire exterior event (stereo):1 | 2 | 3

Three variations of a Sig Sauer 9mm NPC fire interior event (mono):1 | 2 | 3

Uzi reload sequence (mono):Eject Clip | Load Clip | Open Chamber | Close Chamber

The following samples can loop with the other variations in its set, as well as itself.

Five variations of Construction Heavy CAT Operate (mono):1 | 2 | 3| 4 | 5

Five variations of Construction BOBCAT Operate (mono):1 | 2 | 3| 4 | 5



.::User Interface::.

Various front end menu assets (stereo):Advance | Return

Score tally created from bullet shell casings (stereo):Tally Start | Tally Stop

A nice sounding value change (stereo):Decrement Value | Increment Value


 


me@stephencraigbrown.com