About
DUSKOsound builds the entire audio identity of a project: sound design, original music, foley, and final mix for films, video games, and animation. One author, one coherent sound.
A dark cosmic fantasy action game in Unreal Engine 5, featured on IGN.
Role: Sound design, foley, original score and interactive music.
An auto battler. Menu and confirm sounds a player triggers thousands of times a run.
Role: UI sound design and music.
A sci-fi trading card game whose rarest cards ship as looping animations.
Role: Perfect Loop and HUD interface sound design.
A cosmic horror short, now running the festival circuit.
Role: Audio direction, foley and sound design.
A Metroidvania-inspired 2D animated short.
Role: Sound design and original score.
An animated science-fiction narrative set in the dystopian city of Vulture.
Role: Sound design, foley and music.
A product campaign built end to end in Unreal Engine 5, not just scored.
Role: 3D and motion design, animation, sound design and original score.
Retro game worlds. Score built as real arrangements, then implemented so transitions do the work.
Role: Sound design, chiptune score and FMOD implementation.
Foley From Scratch · Mixing a Game in Wwise While You Play It · How UI Sounds Are Made · How Adaptive Game Music Works
Reaper: rudimentary experience. Wwise: Wwise to Unity course, Berklee, 2022. Shipped middleware work to date is FMOD.
17 years in audio, 13 of them running audio projects in teams
Audio Design Documents across multiple IPs. Where programming teams did not want an outside contractor implementing, the audio shipped from the documents and asset specifications instead.
Berklee Online: Wwise to Unity course, 2022, and FMOD game audio coursework
Score, sound design and final mix from one set of hands
Custom recording rig: LOM Usi, LOM Priezor, Organic Audio Cjossul, AKG P220, Rode NTG2
Vancouver, BC. Remote and local
References on file from two of three programme instructors.