In this showreel, Michael demonstrates his expertise in sound design, expertly transforming raw audio into a rich and immersive auditory experience. With a keen attention to detail, Michael crafts unique soundscapes that enhance storytelling, create emotional depth, and transport audiences into the world of the project. Each element is designed to serve the narrative, ensuring that every sound not only supports the story but amplifies its emotional impact.

Sound Design

While playing Metroid Prime 4: Beyond, Michael was completely immersed in the world, with the sound design playing a key role in that experience. Inspired by this, he reimagined the sound of Samus’s iconic arm cannon, designing the sounds from scratch using tools such as Phase Plant, Weaponizer, and FabFilter. The focus was on how the audio would function in an actual game context, considering implementation in middleware, how the sounds would be triggered in response to gameplay, and how elements like looping and layering would behave before transitioning into final states.

Game Audio

A footstep system Michael created in Unity using FMOD. It supports multiple surface types and blends in subtle metallic foley to match the robotic character design. The system was implemented in Unity using C#, with FMOD parameters driving surface variation and intensity, and custom methods triggered through animation events to ensure accurate timing and responsiveness within gameplay.