Whoosh Wizard Sound Design
whooshwizard@gmail.com
 +44(0)7391 585 425


Thanks for checking out my portfolio.

I provide professional sound design services for videogames, and was the sound designer on BAFTA Scotland award winning game SOLAS 128.


With over 15 years of experience in the creative industries, I am well equipped to help bring unique style and flare to your project.
Having previously worked as a live audio engineer and a professional musician, I live and breathe audio.  Sound design for games is a challenging and fulfilling job, and I love it!


I am currently completing a PhD, specialising in audio for VR applications.

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Sound Design Showreel

Implementation Videos

A demonstration level using Wwise and Unity.

A demonstration level using UE4 and Wwise.

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Screenshots from UE4 editor showing example of blueprints, attenuation setup and Wwise.

Sound Design Clips

Letter "unlocking" sequence from SOLAS 128.

Trailer sound redesign for Cyberpunk 2077.

Sound redesign from Final Fantasy XV.

Past Projects

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SOLAS 128 - Steam 2021

Sound designer.

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HJEM and Subroutine on itch.io

Sound designer.

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Field recording and live sound engineering, EPJam contributer for "Midnight" and "Dreams: Asleep" albums.

MSc Sound Design

I am happy to discuss my research in more detail, feel free to get in touch!

Masters dissertation:

You may view a PDF of my final dissertation here.


My dissertation focused on the use of sound design as a tool to improve accessibility in 3D role-playing games for players with low-vision or blindness.  I identified in-game maps as an opportunity to utilise sound design and audio spatialisation as a means of directing the player.


My hope is to expand upon this research for newer mediums such virtual reality and augmented reality applications.

Synthesis and Stereo Micing techniques:

During my Advanced Professional Practice I wanted to further understand sythesis.  I explored a variety of synthesis techniques (additive, subtractive, granular) and built a library of sounds for use in future projects.  A number of these formed the basis for the sounds of SOLAS 128.


I also wanted to expand my stereo micing capabilties to improve my personal recordings.  While exploring this, I built a portable Mid/Side recording rig which I now use for much of my field recordings.


Dialogue Design:

During my Listening research module, I decided to examine videogame dialogue.  Specifically, I wanted to understand if users got a more immersive experience from clear, clean dialogue, or from more heavily designed dialogue, especially with regards to non-human characters.


My research showed that the less humanoid the character, the more accepting listeners were to more heavily processed dialogue, and indeed they scored these examples more highly than the traditionally clean "film" style dialogue.

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