ABOUT

Hi, I’m Will – a Technical Sound Designer based in Nottingham, UK.

I’m currently working at BULKHEAD on a first-person shooter called WARDOGS and previously worked on an unreleased TimeSplitters project for 2 years at Free Radical Design.

While my current role requires me to handle both the creation and implementation of audio, I specialise in technical sound design and have made many audio systems and tools. These include vehicle audio systems, projectile whizby systems, Python scripts to streamline our workflow in Unreal, and editor utilities to handle automatic placement of volumes and splines.

Outside of work I play guitar and enjoy making electronic music. I also cycle and go climbing. ​Some of my favourite games are: Ratchet and Clank, The Outer Worlds, Deep Rock Galactic, Risk of Rain 2, Terraria, Hollow Knight, Halo 3 and Fallout New Vegas. At the moment I’m currently enjoying Helldivers 2 and Split Fiction.

PORTFOLIO

UE5 Granular Synth For Vehicle Engines [Find out more]

Here’s a project I’ve just finished where I made a granular synth engine in metasounds to create car engine sounds from acceleration ramps. This was an experiment to see if I could create something similar to REV by CrankcaseAudio.

UE5 Multi-layer Footstep Audio System [Find out more]

Using UE4 and Wwise I have created a footstep audio system that will play footstep sounds that are composed of multiple layers. With this system, rather than having to just play a generic water footstep, you can have another layer underneath, such as gravel or mud, which adds to the detail in the world and is more believable.

UE4 Footstep Audio Animation Modifier [Find out more]

In UE4 I made an Animation Modifier that will automatically tag animations with footstep audio event tags

UE4 River Audio Implementation [Find out more]

In UE4 I implemented river audio 3 different ways each with different strengths and weaknesses.