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Matthewdeargameaudio

MattDearGameAudio - SFX/Music/Dialogue/Audio Implementation

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It's been a while since I posted! I've been having a very busy past couple of months, and the commissions have been under NDA. So I'm limited in what I can show you at the moment.

 

However, I have uploaded a new 'audio mockup', to my soundcloud.

 

I tried something a little different with this upload. I put together a group of sounds I've made, and created an imaginary game 'scene'.

I wanted to show how my sounds fit together when put into the often eclectic in-game environment.

 

Starting slowly with a few transitions and footsteps, it evolves into a full shootout with lots of sounds all playing at once.

 

https://soundcloud.com/matthewdear-1/sci-fi-scene

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I had a great time at EGX: Rezzed this weekend! Some big highlights for me were 'Bombslinger' in the Indie Room and 'The Occupation' in the Unreal Showcase. Definitely a couple of games to look out for.

I've just joined the team for upcoming first-person, story-driven action adventure 'Unknown Fate'. We'll be working on something a little special over the next couple of weeks, so watch this space...

http://store.steampowered.com/app/510390/

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Last week I went into OMUK's London studio as a dialogue editor, to help work on upcoming Gear VR game, Augmented Empire.
http://omuk.com/
https://coatsink.com/games/augmented-empire/

I'm going in again this Tuesday to continue.

I've also been working on some new content for Unknown Fate, which will published later this week once we have approval from our publishers.

Still looking for new projects though! Get in touch if you're interested in my work :)

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I've been working on a new game recently, Melee Masters. It's a 3d fantasy fighting/brawler.

http://www.playmeleemasters.com/

This track is the first collection of sounds from this project. Combat and movement sounds for the 'rock elemental', Quake.

https://soundcloud.com/matthewdear-1/mele-masters-quake-combat-sfx

This collection of sfx is less varied than my usual posts, but I think it demonstrates clearly the need for sounds that though similar, are different enough to avoid tiresome repetition. A concept that is of paramount importance when designing for fighting games.

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