:: UDK+Supercollider: real-time synthesis for sound effects

- View my Kismet sequence for capturing spatialization data

- Read about this project over at DesigningSound.org

  1. DEMO 7
    Melee Weapon Impacts

    Hitting different sections of
    a pipe structure to generate
    a range of metal impact
    sounds in SuperCollider.


    1m10
    UDK+SC
    Melee Weapon Impacts
  2. DEMO 6
    Liquids - Basic scenarios for:
    • Gloop
    • Fast flowing river
    • Waterfall
    • Trickle
    • Drip


    2m10
    UDK+SC
    Liquids
  3. DEMO 5
    Spatialization - using
    Kismet to calculate values
    for panning parameters in
    SuperCollider


    2m44
    UDK+SC
    Spatialization
  4. DEMO 4
    Logarithmic attenuation
    with Kismet custom class


    43s
    UDK+SC
    Logarithmic attenuation
  5. DEMO 3
    Collision test using impact
    velocity values to alter
    the timbre, pitch and
    volume of a barrel impact
    sound


    1m32s
    UDK+SC
    Impact sounds
  6. DEMO 2
    This example uses actor
    location vectors to control
    a creaking door patch in
    Supercollider in real-time


    1m22s
    UDK+SC
    Creaking door
  7. DEMO 1
    Showing how the UDK
    weapon fire function
    can be used to send OSC
    to Supercollider to
    generate endless variations
    of a laser sound effect


    44s
    UDK+SC
    Weapon fire

:: UDK - audio implementation adventures (More info here)

  1. Accessing the
    Continuous Modulator
    node via Kismet


    3m16
    Continuous Modulator node
    Continuous Modulator access
  2. Orbiting sound actors
    to attempt to randomise
    ambient spot FX


    2m55
    Orbiting Sound Actors
    Orbiting Sound Actors
  3. Water impacts and
    underwater ambience using
    trigger volumes and
    kismet.


    3m10
    Water impacts
    Water Impacts
  4. A Doppler effect simulation
    using Kismet to compare
    player/object co-ordinates
    and adjust the frequency
    of a moving siren.


    1m46s
    Doppler
    Doppler effect
  5. A look at how music
    located in a building could
    be represented on the
    outside, and a method for
    volume ducking during
    voiceover playback.


    2m5s
    Reverb volumes
    Reverb volumes
  6. The basic elements of a
    door open/close sequence,
    using reverb volumes,
    kismet scripting and
    strategically placed sound
    objects.


    1m30s
    Door sequence
    Door sequence

:: Warm Gun - sound design and implementation in Unreal

  1. Warm Gun iOS Debut Trailer

    • Features and Gameplay

    1m53s
    Warm Gun iOS Debut Trailer
    iOS Trailer
  2. Warm Gun Audio Diary 4

    • Weapon Fire and Handling

    1m21s
    Warm Gun Diary 4
    Weapons
  3. Warm Gun Audio Diary 2

    • Steam train
    • Helicopter

    1m29s
    Warm Gun Diary 2
    Vehicles
  4. Warm Gun Audio Diary 1

    • Falling rocks
    • Truck collision
    • Falling stalactites
    • Explosions
    • Bullet impacts

    2m25s
    Warm Gun Diary 1
    Collisions and Impacts
  5. Warm Gun Audio Diary 3

    • Spike trap
    • Crusher trap
    • Arena trap
    • Mattress leap

    1m11s
    Warm Gun Diary 3
    Gameplay events

:: Audio Replacement Demos

  1. Iron Man 2
    Video shows Foley recording
    and sound design.

    For demonstration
    purposes only.


    32s
    Iron Man 2
    Iron Man 2
  2. Wallace and Grommit

    For demonstration
    purposes only.


    36s
    Wallace and Grommit
    Wallace and Grommit
  3. Start the Party

    For demonstration
    purposes only.


    11s
    Start the Party
    Start the Party

:: Jeklynn Heights - sound design and implementation in UDK

  1. Gameplay Demo 1 - Orb

    • Character footsteps
    • Environmental sounds
    • Music

    27s
    Jeklynn Heights Gameplay Demo 1
    Orb Capturing
  2. Gameplay Demo 2 - Combat

    • Character footsteps
    • Blade weapon
    • Music

    47s
    Jeklynn Heights Gameplay Demo 2
    Combat Basics
  3. Gameplay Demo 3 - Sanity

    • Character footsteps
    • Environmental sounds
    • Music

    37s
    Jeklynn Heights Gameplay Demo 3
    Sanity Posts

:: Wwise / Cube mod projects - more info here

  1. DEMO 3 - RTPC
    Using Wwise RTPCs to adjust
    pitch, volume and LPF of
    sound and music in Cube


    1m13
    Wwise / Cube mod
    Using RTPCs
  2. DEMO 2 - Music Transitions
    Extra game code to
    switch between three
    music cues in Wwise


    1m16
    Wwise / Cube mod
    Music transitions
  3. DEMO 1 - Footsteps
    Additional C++ code and
    Wwise events to separate
    player and monster
    footsteps and add
    movement sounds


    2m16
    Wwise / Cube mod
    Footsteps


Sniper Elite 3 - Rebellion

Audio Designer for the next installment of the excellent Sniper Elite series.



Evil Genius Online - Rebellion

Audio Designer for the brand new online version of Evil Genius, currently in open Beta.



Unannounced title - Climax

Audio Designer for an unannounced AAA console adventure title.



Warm Gun - Emotional Robots Inc

Lead Sound Designer on Warm Gun, a post-apocalyptic-future-western FPS multiplayer, due Spring 2011. Best thing about this game? Electric shock cattle prods.
Watch a PC trailer | Watch an iOS trailer



Jeklynn Heights - Vex Studios

Audio Lead on Jeklynn Heights, a multiplayer adventure game, currently under development by Vex Studios LLC.
Here are some gameplay videos



Borderline - Online Modding Group

Sound Designer on Borderline, a fast-paced sci-fi FPS multiplayer from Online Modding Group. I worked on gameplay notifications and environmental effects.


:: ANIMATION

  1. Sound Effects
    and Mix

    2 mins
    TOY Hands
  2. Sound Effects
    and Mix

    3 mins
    Chasm
    Chasm
  3. Sound Effects
    and Mix

    1 min
    The Game
    The Game
  4. V/O, Dialogue
    Effects and Mix

    6 mins
    Dr Gladpole
    Dr Gladpole
  5. Effects and Mix
    2 mins
    Windfarm Project
    Windfarm Project
  6. V/O, Effects
    and Mix

    3 mins
    Mice and the Moon
    Mice and the Moon
  7. Effects
    and Mix

    1 min
    Jungle Jim
    Jungle Jim

:: DRAMA/DOCUMENTARY

  1. Dialogue, Effects
    and Mix

    14 min
    3 From Every 2
    3 From Every 2
  2. Sound design,
    Effects and Mix

    2 min
    21 Seconds
    21 Seconds
  3. Dialogue, Effects
    and Mix

    14 min
    Bloom
    Bloom
  4. Dialogue, Effects
    and Mix

    18 min
    Apart
    Apart
  5. Dialogue, Effects
    and Mix

    11 min
    Coincidence
    Coincidence
  6. Dialogue, Effects
    and Mix

    40 secs
    I Never Meant to Hurt You
    Never Meant
  7. V/O, Effects
    and Mix

    19 mins
    The Man Who Ruined the BFI
    TMWRT BFI

:: VIRALS / EXPERIMENTAL

  1. Sound Design
    Effects and Mix

    33 secs
    Hobnobs
    Hobnobs - viral
  2. Sound Design
    Effects and Mix

    36 secs
    Specsavers
    Specsavers - viral
  3. V/O, Effects
    and Mix

    11 mins
    La Jetee
    La Jetee rework
  4. Dialogue, ADR
    Effects and Mix

    20 mins
    MA Thesis Project
    MA Thesis Project

 


Welcome to the website of Audio Designer, Graham Gatheral. Please have a look at the showreels, or check out my UDK sound blog, UDK+SC project, or Wwise tutorials

CV/Resume
gatheral@gmail.com

Recent tuorials:

 

:: Handmade electronic music

  1. A box I made.
    Inspired by Nic
    Collins' Hardware
    Hacking workshop,
    London 2008
    Handmade electronic music box
    Glissando box
  2. An attempt to get
    sine waves from a
    few CMOS chips
    Handmade electronic music workshop
    CMOS sine waves
  3. Nic Collins'
    Hardware Hacking
    workshop London,
    2008
    CMOS sine waves
    Workshop

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