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DEMO REELS

Hi! I'm Kyle.

I am an audio designer that does everything, from SFX to music to implementation. I have a Bachelors Degree in music, play the trombone, and have been providing audio services to clients for two years. I love exploring new ways audio can enhance, add to, or even inform a game's overall design. Unless stated otherwise, all audio you will hear on this site has been created by me using recorded sounds, sound libraries, and virtual instruments or plugins.

HIGHLIGHTS

Strange New Tides

Technical Music Design, Composer (Large Team)

A cosy game where you find your place among strangers

Released on Steam, in this game the player plays as Munch, a little Cthulhu creature trying to fit into his new home. Munch must complete various tasks and minigames in order to build his house and ultimately decide where and what he wants to be. I was one of 40 participants selected out of 400 applicants to be a part of this team, organized by the Indie Game Academy.

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Team Size: 40 (Audio Team Size: Myself and 3 others)

Software: Unity, Reaper

Released On: Steam

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My Roles:

  • Collaborate with the Music lead, assisting him in composing music cues for the game. I composed 4 songs for this game

  • Create a playlist system that changes the sound track as the game progresses using Unity and C#

  • Create and maintain documentation of the playlist system

  • Work as a part of the audio team, assisting with bug fixing and extra assets where needed

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Zero State Agent

Composer and Sound Designer

Infiltrate and survive as you learn the truth behind a new global threat and forces that brought you here.

Set in the Canadian wilderness, the player plays as OniOne, an operative working against the PACK, a shady orginization with plans of world domination. I have scored and done the sound for the trailer, as well as composed music, sound, and implementation in FMOD and Unity for the prototype.

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Team Size: 7

Software: Unity, FMOD, Reaper

Coming soon to: Steam

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My Roles:

  • Collaborate with the creative director, ensuring that all sound matched the overall tone and objectives of the game

  • Compose music, create sounds, and provide an FMOD project to the team

  • Score the trailers, working with the video editor and creative director to create and compose sounds and music that compliment the visuals

  • Create and maintain documentation of all audio assets, including the FMOD project

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Monument Valley 2 Redesign

Gameplay Audio Redesign (Personal Project)

A redesign with a focus on the overall mix.

With this redesign I wanted to focus on creating the best possible mix I could. Using techniques gathered from various GDC and Airwiggles talks, as well as my own ear, I created  what I believe to be my best mix that sounds great and communicates seamlessly with the player.

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Team Size: 1 (Solo project)

Software: Reaper

Hardware: Zoom H2M

Released On: Youtube

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What I did:

  • Compose and produce the music and sound effects

  • Simulate the gameplay by ducking and changing the sfx to fit the music and give important information to the player

  • Produce sound effects with 99% self-recorded sounds. Only the rumble of the stairs is from a library: every other sound effect is an original synth patch or recorded my me

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Created a write-up of my approach to mixing the audio In this video I have reimagined the audio, focusing on using the interplay between music and sound effects to communicate information clearly to the player and enhance elements of the game and puzzle design, while keeping the player immersed in the game world. The Golden Rule: Clear communication comes first through clearly mixed audio. The 'Golden Rule' I used for this redesign was reserving the high and low frequencies for sound effects, and keeping the music generally within the middle of the frequency spectrum. At the start of this video I follow this rule, creating a clear aural distinction between the two audio elements (music/sound effects). This separation coupled with a sparse musical arrangement enables you to be fully immersed the world: you can hear gears turning, footsteps, and maybe even the trickle of water! Breaking the Rule: When you complete the crux of the puzzle, the music transforms. Bass is added and richer chords are played, creating a more lush and relaxed musical atmosphere. However these additions take up a wider frequency spectrum than the previously sparse arrangement. This breaks the 'Golden Rule', but here I do it on purpose. Tension... : Before solving the crux of the puzzle there is a natural tension in the gameplay. You are looking for ways to solve the puzzle! When following the 'Golden Rule' set for this mix, the sparse musical arrangement adds to this tension the game and level design provides. By allowing you to hear more of the sound effects, this puts you in the characters shoes and contributes to the tension; you want to find the exit! This also gives you the maximum amount of aural information, and you feel like you have all the information you need to solve the puzzle. ...and Release: After solving the hardest part of the puzzle there you have basically won! In this level when you step on both buttons at the same time you have solved the hardest part, and comparatively the rest of the level is just busywork. The music changes here, reflecting the change of mood in the gameplay. By adding parts and breaking the Golden Rule, the music slightly obscures the more diegetic sound effects. This puts a little space between you and the game world, allowing a breath and a chance to prepare for the next level. Important Sounds: Of course, no matter where you are in the level there are some things that need to be clearly communicated. As such I have selected four sounds that lower the volume (or duck) the music as they play, to make sure you can hear them no matter the state of the music: the tap that sets where the character will move, the buttons being activated, the sound that plays after both buttons are activated simultaneously, and the tap that will send the characters through the door at the end. I decided to have these sounds duck the music for two general reasons. The first is that they are important interactions with the world, telling the player that they are heading in the right direction. Second is that they take up a lot of the mid range, and so need to step in front of the music somehow as they play. Keeping Everything Copacetic Many of the sound effects featured in this clip are tonal, meaning they have a musical note of their own. As such I made sure to keep all tonal sounds within the key of the music. The buttons play a perfect fifth away from each other and the sound that plays when both doors are opened play a harmonized melody in the key of the music. Taps on the normal ground plays the root note while tapping to move to a button plays a fifth higher, and the final tap plays an arpeggiated chord. For this remake I used the soundscapes made by Disasterpeace as a big inspiration, in an attempt to keep everything within the same style. Hopefully this writeup gave you some insight into how I approached the reimagining of this short slice of gameplay from Monument Valley! As you can see, the world of interactive audio in a game is multifaceted and complex.

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Paper Paintball

Audio Designer and Programmer (Personal Project)

A top down turn based strategy game based on a board game I designed in elementary school.

A proof of concept for an interactive music system that tells a story. As you play the music reacts to which team is winning, how intense the gameplay is, and how well your team is performing in real time.

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Team Size: 1 (Solo Project)

Software: Unity, FMOD, Reaper

Released On: itch.io

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My Roles:

  • Design and implement an interactive audio system where the gameplay affects which music layers are playing

  • Music composition and sound design

  • Design and program everything

  • Created a video going over all audio implementation and audio design

Sea of Change

Music Composer (Contracted Work)

A game that blends exploration with strategic base defense

A game where you have to defend your base from enemies at night. Collect the resources on your island by destroying trees or enemies. 

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Team Size: 2 (Myself and a solo dev)

Software: Reaper

Hardware: Zoom H2M

Released On: Steam

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My Roles:

  • Compose, produce, and mix a music track consisting of 3 layers: Base, Sailing, and Action

  • The playback of each Layer was directed in engine, reacting to the players actions in the game​

  • Work with the developer to efficiently find the right style and feeling for the game

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TESTIMONIALS

David Case
Fortress Games, Creative Director

"Kyle was a pleasure to work with and a critical part of our Conceptualization team. The music and sound effects he created brought the world of Zero State Agent to life. He was able to understand the tone and theme of our game right away and was able to translate that to his work very early in our process. I knew I could count on Kyle to deliver music that would capture the retro feeling of Zero State Agent and communicate that to the Canada Media Fund and potential investors - and he did!"

Stuart Munro
Propel-U Academy, Founder

"I gave Kyle a brief about the business, what the business did and the type of client it would be reaching. He asked relevant questions to garner more information that would help him create the jingle we were after. I was super impressed with what he came back with, and he nailed it the first time. It was exactly what we were after and fitted with the business ethos that we have. I would thoroughly recommend Kyle for this type of work."

CONTACT

Get in Touch

Please contact me with questions about interactive game audio or tell to tell me about your new project! You can use the form on the right or contact me directly using any of the links below.

  • LinkedIn
  • Youtube
  • Discord

I look forward to hearing from you!

  • LinkedIn
  • Youtube
  • Discord

©2024 by Kyle Waldon Music

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