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GAME AUDIO


Since 2009 I have been working as a Senior Sound Designer for video game developer Toys For bob. Over the years, I've had the pleasure of working with top internal and external talent on many exciting projects. We've operated with a small audio team, which has given me the opportunity to work with all creative and technical aspects of game audio to create fun interactive audio experiences.

DJ HERO 2

- Created remixes and mashups for Activision's award-winning music game.

- Constructed gameplay markup error-checking tools using Max For Live.

- Research and development on unreleased DJ Hero title, focusing on extending live performance features using interactive Max and Ableton Live prototypes.


SKYLANDERS GAMES

- Music supervision for three Skylanders titles created by Toys For Bob.

- Handle creative brief, scheduling and interfacing with external composer.

- Remix and integrate delivered and original music, using various scripting environments.

- Create interactive Max prototypes of "audio-first" gameplay features.

- Construct complex music queuing and prioritizing systems using in-house scripting tools.

- Create voice-over DSP processing chains and batch automation tools.

- Design UI and Hero sounds.


SPYRO REIGNITED TRILOGY

- Remake all 120+ music tracks from the original games, using modern production techniques and instrumentation.

- Add a DSP and mix-based vertical music system to extend the music experience.

- Extend the original music experience by remixing all music in mutliple mix and DSP-based variations.

- Design, implement and maintain music system using Unreal blueprints and Wwise.

- Create automated Ableton Live asset export tools, to render 800+ final music assets.

- Work with original composer, Stewart Copeland, to create a new main theme and evangelize the project.

- Participate on Comiccon panel alongside Copeland and other Studio Leads.


CRASH 4: IT'S ABOUT TIME

- Set creative music vision and brief for the project.

- Audition composer candidates and engage studio stakeholders in the decision process.

- Remix delivered music into final music assets.

- Design, implement and maintain music system using Unreal blueprints and Wwise.

- Collaborate closely with Lead Sound Designer on audio mix.


WARZONE PACIFIC

- Ambient audio zoning and emitter placements for the Warzone Pacific map

- Ambient SFX creation with a focus on hyper-realism and immersion.

- Original field recording and processing of ocean and coastline.

- SFX creation and integration for seasonal content created by Toys For Bob, including a fast travel system and tactical weapons.

- Assist and work collaboratively with other partner studios involved in the project.

- Create error-checking and batch processing tools to process large amounts of game data.




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  • © 2011 Stephan Vankov. All rights reserved.