
My name’s Chris James. I’m a Sound Designer at PitStop Productions in Barnsley, UK.
I have worked on various game projects, most notably The Casting of Frank Stone (Supermassive Games, 2024).
I am currently looking for a new role in game audio. I specifically want to relocate outside the UK with a particular interest in Scandinavia.
Demo Reel
Reaper Breakdown – Split Fiction
The Casting of Frank Stone
Supermassive Games
Storm Drain & Furnace Chamber
Using Spatial Volumes, I accurately mapped the sewer network such that realistic Diffraction could be achieved.
Ambient beds and spot sounds evolve as the environment changes and the Furnace becomes audible as the player nears the Furnace Chamber.
Trigger boxes were set up to play sounds at specific moments.
Note: The ambience design remains fairly realistic while the music provides the non-diegetic sound design.
Cedar Creek
The Sequencer in UE5 was used to enhance the ambient design in some Level Sequences using RTPC’s for volume automation and triggering bespoke sounds.
Spatial Volumes create five zones with distinct ambient beds. Portals transition between areas.
A Spline runs the length of the creek for the sound of running water.
Spot sounds enhance the ambience with a variety of wildlife, vegetation, branch movement etc.
Horologium
In the Horologium, I designed the ambience as well as sound for the three gyroscopic rings.
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.
Level Sequences in UE5 deactivate each of the rings as the player solves the puzzle and the rings power down.
Reaper Sessions Breakdown
A very brief look at some of my Reaper sessions.
Best viewed on a screen with a resolution 1920 x 1080 or higher.