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Hyundai Tucsan - Advertisement: 

Synthesized sound effects, Foley and ambience recordings. DAW: Cubase 13 & Nuendo 13

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Octapodi - Animated shortfilm: 

Synthesized sound effects, Foley and ambience recordings.
DAW: Ableton & ProTools

Oktapodi - Sound Design

Soll Levante - Animated short film:

Dolby Atmos mix of the Soll Levante animated series trailer
DAW: ProTools 

One Punch - Animated series: 

Synthesized sound effects and Foley/ambience sound recordings, mixed in 5.1 surround
DAW: ProTools

Avatar Korra - Animated series: 

Sound effects and Foley/ambience sound recordings
DAW: Nuendo 14

Game Of Thrones clip - Dragon sound effect:

Ambience recordings and synthesized/sampled sound effects
DAW: Nuendo 14

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Game Audio Design & Implementation

Wwise Adventure Game - AudioKinetic Wwise 301: 

Spatial audio design for interactive media. DAW: Nuendo 14 - Implementation in Wwise 2024

A complete overhaul of the audio design for the Wwise Adventure Game with interactive music, synthesized sound effects, Foley sounds and ambience/field recordings.

For capturing ambience sounds I used a pair of spaced omnidirectional, small diaphragm condenser microphones
(Oktava MK-012) and a portable audio interface to record atmospheric ambience in various outdoor locations. The Foley sounds were recorded with a small diaphragm condensator microphone with a directional, (hyper)cardioid polar pattern in an acoustically treated studio environment. 

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The synthesized sound effects were created with - and/or heavily processed by - modular synthesizers. Old synthesizer building blocks like, for example, sample-and-hold circuits are the pioneering technology behind game sound effects (Pong game, Game Boy audio, etc). For this project, I explored the potential of modular synths for video game sound effects. 

All sounds were compiled and edited in Nuendo 14 and integrated in a Wwise project. Dynamic musical structures were composed with hardware (modular) synths and software/VST synths and samplers. The interactive music hierarchy consisted of unique soundtracks for each area in the game, tension building and rhythmic elements during combat, and musical ''stingers'' whenever a specific game call is triggered (i.e. player death, pickup weapon,...).


 

Wwise Adventure Game - Gameplay demos:

Cube game - AudioKinetic Wwise 101: 

Wwise 101 certification course: Audio design for the Cube game. DAW: Nuendo 14 - Implementation in Wwise 2023 

In context of the Wwise 101 certification course, I created custom audio design for the Wwise Cube game. The sound effects were shaped by synthesis techniques and by re-sampling audio recordings and sound effects with samplers and granular synthesizers. Granular synthesis involves breaking down an audio sample into tiny segments called “grains”. These grains can be manipulated in various ways, transforming the original sample in sometimes unpredictable ways. Granular synthesis and sampling synthesis techniques were extensively used for the audio design using the Make Noise Morphagene (picture), Steinberg Padshop (VST) and the Nuendo internal sampler plug-in.

Sound FX - Gunshot Animation clip 

Synthesized sound effects and Foley sounds. DAW: Ableton & Nuendo 14

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Modular Synthesizers - Sound Design & Composition

Sound Design an Music Compositions on Modular Synthesizers

© 2025 by Jorrit Brijssinck

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