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Leading Audio on Clown Meat
Clown Meat is my first project leading an audio team, as we're a small dev team it was important that everyone working on the project was multi faceted across many disciplines. For myself this meant not only being a designer but a project manager, I created all of our audio documentation regarding the audio vision for the game while defining the sonic pillars that were needed during preproduction. This also meant managing all audio assets being implemented by our other sound designers, reviewing work daily in stand up meetings, and giving feedback when it was needed. Managing weekly team meetings with the Game Directors providing updates on the progression of Audio assets. Discussed new systems being implemented, giving Insite into the best way for Audio to handle any new challenges.
With my designs I hand in everything we created, from NPC VO, Enemy vocalizations, Our ambience system is one of my favorites, I created an extensive ambience system in FMOD with over 500 assets of flora and fauna to give the 2D environment a truly realistic auditory experience. I was also responsible for creating the final mix for the game within FMOD. I also worked very closely with our musicians selecting music presented by the composers to set the stage of the game, using unique hard synths and off-tempo rhythms, to "sell" the unknown threats within the dystopian ruins of a broken clown society. Provide direction for and collaboration on processes involving character casting and dialogue direction for actors.



