This is a prototype making its way through production right now. Completely rad spaceship flocking behavior, as well as everything in this game besides sound asset creation, courtesy of Marc LeBlanc – graphics, galaxies, AI. I am especially proud of the fighter fleet’s shoot sound pitch shift variation happening via Marc’s drunk walk algorithm. I built a quick max patch to sketch out how I wanted it to sound, and he made it happen in the iOS build. Every time your opponent takes out one of your starbases, the music track changes to something increasingly urgent. In my second game, you can hear this happen very quickly as my opponent (red) makes quick work of destroying them.
This is the first game trailer I’ve done in a while, and I found it challenging to be the composer, sound designer and mastering engineer, and turn it around in a little over 48 hours. Congrats to the Electrified Games art team for producing such beautiful work!
I designed the sound effects and composed the music for WoTC’s Kaijudo Online TCG. The in-game background music has 2 layers that are dynamically mixed according to game state. In the player’s and opponent’s attack phase, a more percussive layer ramps up, and fades down again when the game returns to its more strategic mana phase. Also, in this capture you’ll see that my opponent casts the Spectre Claw spell on me, so you get to hear one of my favorite examples of the spell sound effects I created for this game.