God of War: Ragnarök

I implemented sfx in many different ways, from interactables, material contacts, to debugging complex audio bugs. Much of my focus was on the combat SFX implementation for Kratos, Atreus, their weapons, and a majority of the enemy AI cast, including notable bosses such as the Bear, Thor, and Odin.

My effort in combat sound design involved determining a good feel for attack tells, to inform players clearly, while keeping the soundscape immersive, and not giving away too much.

One goal was to make sure players could feel like they were “playing with their food ”, yet still maintaining an enjoyable challenge. This led to combat SFX that feel powerful, impactful, and god-like.

These reels were edited by @Much118x (on Twitter) and were given without the music so you can hear the SFX by themselves, and are a fantastic highlight of all the combat sound implementations.

I ran a quick, rough-test of Wwise Reflect with Unreal Engine 5.4
You can hear the effects of early reflection raycasting, acoustic textures, and diffraction through portals and around corners in this test

Awards & Recognitions

Current member of the Game Audio Network Guild