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Sound Effects Creation
I'm a 27 year old sound designer and composer from the Netherlands (currently in Sweden, but flexible to move anywhere) and I've been working in the game industry for over 4 years as a freelancer. Now I'm really starting to look for in-house jobs as well, because I am interested in being more involved with projects from the start!
Most of my work in the industry was on handheld titles (Narnia DS/GBA, Burnout DS, Harry Potter 5 DS, Resident Evil Mobile, etc.), but while I would consider that to be somewhat of a speciality, I've also done Flash games and PC games, and have even worked on films and commercials. I was recently recruited to work on a Kinect title, so that was fun. I was also recently part of a large sound design team for an AAA title. I was tasked specifically with editing and placing foley. I'm definitely trying to expand my horizons though and would love a chance to work on a multiplatform AAA title from the start, influencing the game's sound image as well as learning what it's like to be involved in the creation of a game from start to finish.
I've gone through college doing Composition and Sound design courses, and getting a Master of Arts in Music Technology (Composition in Context/Sound Design). During my years at school I spent the majority of my time researching and developing on game audio, from basic sound design down to thinking very abstractly about what the future of game music holds in terms of interactivity and reactive music. It even seeped into my MA thesis (which was about interactive game audio, and I even designed a music game to demonstrate my theories).
At school as well as professionally, I've worked with almost every software solution available. I can work well with Cubase and Sonar, although my favourite sequencer would have to be Logic, and for sound design the tool of choice would definitely be Audition and ProTools. I'm also a big fan of Impulse Tracker, and I like to do certain sound effects in there. It gives you an incredible amount of control over the samples, which is something I find lacking in every other software by comparison. Those old demoscene guys were pretty sharp! I can generally learn new software quite quickly if necessary--I've had to adapt to quite a few sometimes quite esoteric solutions for the various projects I did. I also have some (very basic) experience with audio programming in MAX/MSP.
I have a portfolio/demoreel website here, it has both music and a sound design video: http://portfolio.surasshu-sound.com/
For sound design I made a new demo recently that demonstrates my ability to make and edit in-game sound. I took a gameplay video and replaced all the sounds in it with my own work. You can find that video here: