top of page

Sound Design

A snapshot of sound effects that I have created and implemented for games.

 

Destiny 2 - PC, Xbox, Playstation

 

Scripted and Spectacle Experiences

 

This is the experience when the player first enters the Traveler in Destiny 2: The Final Shape. This experience pays off ten years of mystery as to what is in the mysterious ball that floats above the last city of humanity.  I created all of the sounds for the ambience, the platforms and all of the sound associated with the distant anomaly. 

This is a scripted experience in Destiny 2: The Witch Queen where the player enters and is shot out a giant cannon onto Savathun's ship which is floating above the planet Mars.  I created and implemented all of the sounds for this experience.

In the first mission of Destiny 2 the player has to disable a shield generator in a Cabal Cruiser.  I created all of the sounds associated with the shield generator.

Gameplay Objects

 

This is an object for the Deep Stone Crypt Raid in Destiny 2. This object has several different states based on mission set timers.  The object needed to convey not only danger but time remaining to the player both in 3rd person and 1st person.  I created all of the sounds and implemented them for this object.

This is an object that launches the player during the Mars Mission in the Witch Queen.  I created all of the sounds and implemented them. 

Ambience

 

I created and implemented all of the ambience sounds for the first mission of Destiny 2.  This is a mission where you progress through the tower after an attack.  Eventually the player arrives on the command ship above the city and progress through it.

This is the opening mission of Destiny 2: Witch Queen.  I created all of the ambience for this area including scripted tank drops.

Destiny  - Playstation 3 and 4, Xbox 360 and Xbox One

 

Character Movement and Abilities

 

For Destiny, I created and implemented all of the Ghost movement and ability sounds.  This includes the Ghost Scan, Hack and Ping abilities and all of the movement in world and in the player menu.  My favorite subtle sound is the is blinking sound of the ghost which is just barely audible in game.

I created and implemented the player movement mode sounds for the three Destiny Character classes (Titan, Hunter and Warlock).

Ambience and Scripted Events

 

I created and implemented the ambience and many of the scripted events in the first mission Destiny: The Taken King.  I created and implemented the ship reveal, the elevator fall, the interior alarms and ship crashing audio for this mission.

Bombshells - iOS / Google Play

 

This is gameplay footage of Bombshells.  I created and implemented all SFX in this sequence and for the entire game.  

These are some examples of weapon sounds from Bombshells that I created.  All of these are designed to be looping weapons with a start, loop and finish state.  They are in order below:



Big Machine Gun

Deathly Coil beam weapon

Hand of God Sniper Rifle

Machine Gun (Upgraded)

Tentacles of Light beam weapon

 

Gears & Guts - iOS / Google Play
​


Game play footage from Gears & Guts.  I created and implemented all SFX in this sequences and for the entire game. 

More footage from Gears & Guts.  This shows the item upgrade as well as the card pack purchase.  I created all of the SFX in this sequence.

Forza 2 Motorsport - XBOX 360

This sequence shows the collision audio I created for Forza 2.  The source crash sounds for this were created from recording real car crashes (up to 60MPH!) at a facility in the California Desert.  I created the car to car impacts, the impact and scrapes with the environment and object collision sounds for Forza 2.

For this sequence, I created the race start sound, the ambient track sounds (crowds/wind,and object swooshes).  I also created and tuned the reverb settings for the track.

Special Forces(Unreleased) - PC (2004)
​

This is a movie that shows some of the weapon SFX. I created for a Tactical shooter PC game, Special Forces.  Most weapon sounds are samples of the real weapons from a gunshot field recording session.

This movie highlights some the explosions that were trigger-able in the game.  It also demonstrates the debris impact sounds attached to the game's physics based objects.

Evan Buehler

Game Audio
bottom of page