Professional work · Technical audio
Forza Motorsport
Racing Sim Game by Turn 10 Studios (Xbox Game Studios)
Contract role
Technical Sound Design & Mixing
As a Technical Sound Designer during my time as a contractor, some of my tasks included doing a high-level mixing pass on every car in the live game (650+ cars) and helping to find and fix various audio bugs that happened to pop up. I also collaborated with T10’s audio programmers to create FMOD scripts to streamline workflow and test and give feedback on new automated performance testing programs being created for the audio team.
Towards the end of my time at Turn 10, I was asked to create a prototype car mix from scratch. This process was very involved and included things like automated EQs, volume balancing each audio source per view, and even completely rerouting every audio source and rethinking the way we were using the FMOD mixer. This was by far my favorite project to work on and I learned a lot during the process.
The demo compares the live game mix with a new prototype car mix, using the Porsche Cayman GT4.
Internship
Turbo & Supercharger Sounds
As a Sound Designer during my internship, some of my tasks included organizing T10’s vast sound libraries into coherent Pro Tools sessions and creating audio for supercharger and turbocharger modules to be used on cars in the game. I started the process of creating these modules by combing through the Pro Tools sessions I had organized, then cutting appropriate audio files that I found into seamless loops, and finally implementing them into fully working FMOD modules ready to be used on any car when needed.
As of update R21, more than 60 cars in the live game use the supercharger and turbocharger sounds shown here.