Bio
Hello! I’m Andrew, a sound designer originally from Louisville, Kentucky, based in Edinburgh, Scotland.
I have explored sound from a young age, touring and playing with bands and completing two bachelors' from the University of Louisville, one being in Classical Guitar Performance, where I developed a better ear as well as a deeper knowledge of sound. During my recent Master's in Sound Design at the University of Edinburgh, my passion focalised around game audio.
One of my favourite activities outside of audio is exploring the outdoors and hiking, although this is slowly being interrupted with my fondness of field recordings. I also enjoy cooking, gardening and photography in my spare time. I am very pleased with my growing kitchen knife collection although my wallet may not be.
Favorite Games
Currently Playing
The Last of Us
Hellblade
Ghost of Tsushima
Hyper Light Drifter
God of War
Gris
Bloodstained: Curse of the Moon
GofW Ragnarok
Little Nightmares
Tunic
Control
Stray
Inside
My Friend Pedro
Pikmin 2
Game Audio
This project makes use of Google Earth 3D models, Wwise Reflect, Wwise Object-based audio, and Ambisonic Field Recordings in order to create an engaging look at auditory perceptions of space.
Read more in depth about the project HERE.
Sushi Bushi is the journey of Kevin the accountant's quest to eat as much sushi as possible. This game was made as part of Lundam Dare Game Jam 51 over 2.5 days.
This game was submitted to Metroidvania Jam 18.
Atlas Flynn was one of Andropolis's enhanced citizens. Or atleast until his chips were STOLEN, which forced Atlas to decend into the night to obtain his chips before sunrise!
A puzzle, horror, FPS currently being developed by Foretoken Games using Unity and Wwise.
This field recording based ambience experience is my first creation using both Unity and Wwise as softwares, it allows the player to create soundscapes through the collection of flames whilst enjoying new noises as they are introduced into to world.
A project made in collaboration with Hairong Wang, Self Reliance is a third person ARPG inspired by the french folktale Bluebeard. In this game, the player needs to escape the mansion by searching for keys/clues before their husband, Bluebeard, murders them.
Sound Design/Implementation
Audio Programming
Max MSP
This Max patch can be used in two modes: a linear mode and a nonlinear sandbox mode. In the linear mode, when “start” is pressed the patch will compose a semi-random 3-minutes of music consisting of 5 parts. The 5 parts are controlled via a world clock and a measure counter. Measure number sent out from the counter are used to control the structure of the piece by triggering entrances, changes in randomness, amplitude, and presets of various parts. If the patch is not in linear mode, the user will have full control over all the functions of the patch allowing them to create a completely different musical structure.
Semi-Generative Ambience Music Maker
Guitar alternate take
This project fits best under the category of digital musical instrument/interactive installation. I was originally inspired by the idea of using fire as a source to control and alter audio. Not only did I find the visual aspect of fire to be moving but I felt that it had an innate human connection as well. I wanted my project to revolve around a huge bonfire that would include multiple light, distance, and, temperature sensors and have the piece generate and follow the natural form created by the fire. However, when conceptualizing this idea, I realized that it was way too large and complicated of a project and decided to focus on something on a smaller scale. In the end, I decided to control all parameters of the musical modification from a single candle, and an audio input.
Arduino schematic for project
Operational flowChart
Duet with Fire
C++ (JUCE)
This program was particularly inspired by two drone albums by Eliane Radigue, L’Île Re-Sonante and Triptych, with most of my inspiration coming from the latter. The subtle changes and gain modulation of tones and beat frequencies over a extended duration of time was captivating to me. Although it felt simple, it was very entrancing. A feeling that I would argue is similar to listening to the sound of the waves crashing up against the shore. These are the two ideas I tried to combine to make my piece enjoyable. My program is made up of 5 main sonic elements: waves, a pulsating bass voice/voices, frequency modulated tones, a randomized chord machine, and a lot of modulating LFOs. Throughout the piece the one thing that stays constant is the waves; when the gain of them dips over time they are always slightly there. The FM notes and the sustained bass, while having their individual properties swirled around, join the mix in a slow combination of volume sweeps over time. The chords only arrive every once in a while having varying sustained values. Throughout the swirling of all these sounds I hope the program draws the listener in through the slowly changing variations in voices.
Infinite Drone Generator
Synthesizer
This Synthesizer was also inspired by the undulating sounds of the ocean, but in a different capacity. I wanted to take this idea of constant change and use it to create an ambient synthesizer with wildly varying oscillators. Allowing the user to stumble upon "happy accidents" as they try to work around the sythesizer's quirks.