GAMES





REDESIGNS



ABOUT

I'm Jon, a Swedish-Irish audio designer and composer from Spain, specialising in sound design and audio implementation for video games.I love telling stories through creative audio and immersive design, and working with like-minded people who strive to contribute something meaningful and inspiring to the world.For the past 8 years I have designed and directed audio for video games from conception to release on a wide array of platforms, and have experience in Unity, Unreal Engine, and audio middleware solutions including FMOD, Wwise and my own custom in-engine audio management systems.Currently, I'm the Lead Audio Designer at Feel Free Games working on Luma Island.In my own time I love hiking, spending time in nature, playing piano, sharing knowledge, and organising local and online events.I also offer mentorships to underrepresented people in the games industry providing guidance in all aspects of game audio - be it audio design related, help applying for jobs, or anything in between.



CREDITS

HUMAN FALL FLAT 2 - No Brakes Games
Audio Design / Direction
WARP DRIVE - Supergonk
Audio Design / Music Composition / Direction
TRAILBLAZERS - Supergonk
Audio Design / Music Editing / Direction
MULTIVERSE VR - Future Tech Labs
Audio Design
SWORDS OF GURRAH - Devster
Audio Design




HUMAN FALL FLAT 2


ROLES
Principal Audio Designer
SUMMARY
I began working on Human Fall Flat 2 as the sole audio designer owning and building the entire audio pipeline from the ground up as well as leading the audio direction of the game. After a couple of years this later developed into building and leading an audio team, collaborating with composers, and organising recordings and outsourcing with external developers.
My work on the project covered creating sound design for all aspects of the game including ambiences, foley, vehicles, weapons, machinery, toys, UI, and most notably an entire audio collision system built from scratch. I co-developed audio tools in C# to create natural sounding and tactile audio to match the game's wacky gameplay and concocted intricate audio systems and tools within audio middleware to enable myself and the rest of the audio team to create incredible and unique audio for the game. I was also in charge of designing and implementing music systems used across the game, and took the opportunity to compose and arrange some additional diegetic music as well.


DEVELOPER
No Brakes Games
RELEASED
TBA
PLATFORMS
TBA
WEBSITE
nobrakesgames.com

HUMAN FALL FLAT 2 - NINTENDO DIRECT SWITCH 2 REVEAL


WARP DRIVE


ROLES
Audio Developer / Music Composer / Programmer / Designer
SUMMARY
My time on Warp Drive was split between sound design, music composition, game design, and programming. As Supergonk was a tiny four-person indie team, this meant that I had full creative control over all the areas I was working on, and required frequent and effective communication with the rest of the team. As a bonus I was also in charge of liaising with ex-Sega composer, Hideki Naganuma, when commissioning him to compose the game's main musical theme, JUMPIN' PUMPIN'.
All of the game's audio was implemented using my own custom audio management system in Unity (C#), which was designed and integrated as part of Supergonk's core tech.


DEVELOPER
Supergonk
RELEASED
2020
PLATFORMS
Apple Arcade (iOS, tvOS, macOS)
Playstation 5
Playstation 4
Xbox Series X|S
Xbox One
Nintendo Switch
PC
WEBSITE
Steam Page

WARP DRIVE - GAMEPLAY


TRAILBLAZERS


ROLES
Audio Designer / Music Editor
SUMMARY
I joined the Trailblazers project a year before the game's launch, at which point a lot of the game's core gameplay and art direction had already been established. I immediately began working with the art director to iteratively design audio that we both felt complimented the game's stylish comic book future-funk aesthetic.
Working along side one of the programmers I developed custom audio systems within Unity to create audio for dynamic race car engines, adaptive ambiences, and split screen audio. In addition, I directed and recorded whacky alien voice over sessions in the studio, and went on a few field recording expeditions to capture some natural ambiences for game's the alien worlds.


DEVELOPER
Supergonk
RELEASED
2018
PLATFORMS
Playstation 4
Xbox One
Nintendo Switch
PC
macOS
Linux
WEBSITE
Steam Page

TRAILBLAZERS - UI GAMEPLAY

MUSIC


WARP DRIVE
Original Soundtrack

ORIGINAL MUSIC
Selected Tracks

WHIMSICAL MEADOW
Collaboration with artist Emei Burell

[BREATHE]
Interactive Music EP & Generative Music App

TALKS


Make Music In Reaper, You Fools!
Aircon24

How Being A Generalist Can Help You Become A Better Specialist
Aircon23

Introduction To Audio Mentorships Panel
Aircon23

TECH


LJUD
Unity Audio Manager Tool

FMOD DEEP DIVE
Creating Reverb Systems in FMOD

AIRWIGGLES IMPLEMENTOURNAMENT
Original UE5 Template Project & Game Audio Competition

Reaper
Radial Menu Setup Tutorial

REASCRIPTS


REASCRIPT - Adjust Item Rate (Mousewheel)

A set of scripts for adjusting the rate of single or multiple selected items, with an additional option to affect the item length as well.

Another action that pairs well with these scripts is 'Item Properties: Set item rate to 1.0' which does exactly what it says on the tin and resets the rate.

Based on Lewis Haine's original Adjust Item Rate script