ABOUT
I'm Jon, a Swedish-Irish audio designer and composer from Spain, specialising in sound design, audio implementation and music composition for video games.I'm currently the Principal Audio Designer at No Brakes Games.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.In my own time I love hiking, spending time in nature, playing piano, and organising local game jams and 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
TBAWARP DRIVE - Supergonk
Apple Arcade | PS5 | PS4 | Switch | Xbox Series | Xbox One | PCTRAILBLAZERS - Supergonk
PS4 | Xbox One | Switch | PC | MacOS | LinuxMULTIVERSE VR - Future Tech Labs
Oculus Quest | Oculus Quest 2SWORDS OF GURRAH - Devster
Oculus Rift | HTC Vive
HUMAN FALL FLAT 2
ROLES
Principal Audio DesignerSUMMARY
"Team up and let your creativity run wild in Human Fall Flat 2, the outrageous new sequel to the much-loved capers of everyone’s favourite physics-based human friends."More info coming soon...
DEVELOPER
No Brakes GamesRELEASED
TBAPLATFORMS
TBAWEBSITE
nobrakesgames.com
WARP DRIVE
ROLES
Audio Developer / Music Composer / Programmer / DesignerSUMMARY
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
SupergonkRELEASED
2020PLATFORMS
Apple Arcade (iOS, tvOS, macOS)
Playstation 5
Playstation 4
Xbox Series X|S
Xbox One
Nintendo Switch
PCWEBSITE
Steam Page
WARP DRIVE - GAMEPLAY
TRAILBLAZERS
ROLES
Audio Designer / Music EditorSUMMARY
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
SupergonkRELEASED
2018PLATFORMS
Playstation 4
Xbox One
Nintendo Switch
PC
macOS
LinuxWEBSITE
Steam Page
TRAILBLAZERS - UI GAMEPLAY
MUSIC
WARP DRIVE - ORIGINAL SOUNDTRACK
ORIGINAL MUSIC - SELECTED TRACKS
[BREATHE] - INTERACTIVE MUSIC EP & GENERATIVE ARTWORK 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
REASCRIPTS
LJUD - Unity Audio Manager Tool
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.