My name’s Chris James, I’m a Sound Designer currently working at Pitstop Productions in Barnsley, UK.
I’ve previously worked on The Casting of Frank Stone (Supermassive Games, 2024) and until recently, I was leading a third person hero shooter for mobile using Wwise and Unreal Engine 5. Unfortunately this project was cancelled due to a studio closure but I am now leading another project internally at PitStop.
Demo Reel
The Casting of Frank Stone
Storm Drain & Furnace Chamber
I mapped the Storm Drain network using Spatial Volumes and Portals.
I designed Beds and Spot sounds which evolve as the environment changes.
Trigger boxes were setup to play the footsteps of a looming presence.
The Furnace becomes audible as the player nears the Furnace Chamber.
Note: The ambience design remains fairly realistic while the music provides the non-diegetic sound design.
Cedar Creek
Using Spatial volumes I created five zones with distinct ambient beds. Portals were used to transition between areas.
A spline ran the length of the creek to provide the sound of running water.
Spot sounds were placed throughout the level for a variety of wildlife as well as additional vegetation, branch and tree movements etc.
Horologium
Each of the three rings was set up on its own spline that followed the movement of the ring (the movement tracking was set up by one of the technical sound designers).
The gears were set up on a spline that followed the perimeter of the room.
Sequences in UE5 deactivate each of the rings as the player solves the puzzle and the rings power down.
Reaper Sessions Breakdown
These videos look at the design process behind some of the sounds I created for my demo reel.
Best viewed on a screen with a resolution 1920 x 1080 or higher.