DAN MELLINS-COHEN

Sound Design | Audio Recording | Game Implementation

Drone Racing League Simulator
Composition + Wwise Implementation

MISSION    LOG

Drone Racing League Simulator
DRL Studios | USAF
Composition | Wwise Implementation
Formula 1: Pack Rivals 2019
Avid Games | Formula 1
Sound Design
Laser Disco Defenders
Out of Bounds | Excalibur Games
Sound Design | Unity Implementation
2018 Showreel
DMC² Audio
Video Showreel Production
'Sounds Like Trouble
DMC² Audio Showreel
Sound Design | Voiceover | Video Production
Sound Design From The Sofa
Krotos Audio
Sound Design | Implementation | Video Production
City of The Shroud
Abyssal Arts
Sound Design |Unity Implementation
Battletrax
Unreal Engine 4 + FMOD Demo
Sound Design | Implementation | Composition
Angry-Bots: Remix
DMC² Audio
Sound Design | Unity | Composition
Electroswing Remixes
Dan Dare | London Swing Orchestra
Remix Production
Hot Wheels iD
Mattel | Electric Square
Sound Design | FMOD Implementation
Dark Future: Blood Red States
Auroch Digital | Games Workshop
Sound Design
Attack of The Spooklings
Picaro Games
Sound Design
Time To Leave...
Unreal Engine 4 + FMOD Demo
Sound Design | Implementation | Composition
Bleeding Fingers Contest
Bleeding Fingers | DMC² Audio
Composition
Cards, The Universe & Everything
Avid Games
Sound Design
Hen's Revenge
Okpo Games
Sound Design | Composition
3 Demo Tracks
DMC² Audio
Music Production
Baggage Reclaim
Team Phoenix
Sound Design

SPECIAL    SKILLS

Implementation

Just making noises is only half the story: The rest is actually getting them into your game.

I have worked on several commercial Unity and Unreal projects using FMOD and Master Audio middleware as well as the native audio mixers. I have learned Wwise but have yet to work with it in a commercial project

I believe deeply in using sound to enhance the player experience, not just create an ambience, so love working directly with the Code Team or alongside a dedicated Audio Coder to push the boundaries for what audio can do to engage the player.

Sound Design

I became a Sound Designer because I love making ear-candy! I take the source material, whether recorded in-house or from libraries, and mould it to both fit the brief and wow the player.

Creating great sound effects is only one part of great sound design, though. Understanding how those sounds fit into their environment and what this does for the player is critical to making in-game audio work.

Working through asset lists is still a vital stage in the process, but the remit for Sound Design is far wider than that, which is why I work with clients to develop a complete strategy for audio. Starting with mood-boarding and concepts, sourcing and recording source material/dialogue, offline asset production, and finally implementation and mixing.

Recording

From foley to field recording, or raiding my ever-expanding sample library, I use whatever I need to make unique SFX.

I have directed voice talent both remotely and in-studio and know what it takes to get the best performance out of people, not to mention the best results out of the performance.

Finally, I provide post-processing and restoration services using the latest software to make sure everything sounds crystal clear and noise free.

Platforms

  • Unreal Engine 4 (Blueprints)
  • Unity 5 (Audio Mixer)
  • FMOD Studio
  • Wwise

Audio Software

  • Bitwig
  • Logic
  • Pro Tools
  • Audition
  • Izotope RX & Neutron
  • Kontakt, Massive & many more plugins

Services

  • Foley & field recording
  • Audio restoration & post production
  • Dialogue recording & direction
  • Voiceovers

COMMS    INTERFACE

E: [email protected]

T: +44 (0)77 6989 4242

 

Download CV (PDF)

DAN MELLINS-COHEN

Sound Design | Audio Recording | Game Implementation

MISSION LOG

Drone Racing League Simulator
DRL Studios | USAF
Composition | Wwise Implementation
Formula 1: Pack Rivals 2019
Avid Games | Formula 1
Sound Design
Laser Disco Defenders
Out of Bounds | Excalibur Games
Sound Design | Unity Implementation
2018 Showreel
DMC² Audio
Video Showreel Production
'Sounds Like Trouble
DMC² Audio Showreel
Sound Design | Voiceover | Video Production
Sound Design From The Sofa
Krotos Audio
Sound Design | Implementation | Video Production
City of The Shroud
Abyssal Arts
Sound Design |Unity Implementation
Battletrax
Unreal Engine 4 + FMOD Demo
Sound Design | Implementation | Composition
Angry-Bots: Remix
DMC² Audio
Sound Design | Unity | Composition
Electroswing Remixes
Dan Dare | London Swing Orchestra
Remix Production
Hot Wheels iD
Mattel | Electric Square
Sound Design | FMOD Implementation
Dark Future: Blood Red States
Auroch Digital | Games Workshop
Sound Design
Attack of The Spooklings
Picaro Games
Sound Design
Time To Leave...
Unreal Engine 4 + FMOD Demo
Sound Design | Implementation | Composition
Bleeding Fingers Contest
Bleeding Fingers | DMC² Audio
Composition
Cards, The Universe & Everything
Avid Games
Sound Design
Hen's Revenge
Okpo Games
Sound Design | Composition
3 Demo Tracks
DMC² Audio
Music Production
Baggage Reclaim
Team Phoenix
Sound Design

SPECIAL SKILLS

Sound Design

I became a Sound Designer because I love making ear-candy! I take the source material, whether recorded in-house or from libraries, and mould it to both fit the brief and wow the player.

Creating great sound effects is only one part of great sound design, though. Understanding how those sounds fit into their environment and what this does for the player is critical to making in-game audio work.

Working through asset lists is still a vital stage in the process, but the remit for Sound Design is far wider than that, which is why I work with clients to develop a complete strategy for audio. Starting with mood-boarding and concepts, sourcing and recording source material/dialogue, offline asset production, and finally implementation and mixing.

Software

  • Bitwig
  • Logic
  • Pro Tools
  • Audition
  • Izotope RX & Neutron
  • Kontakt, Massive & many more plugins

Recording

From foley to field recording, or raiding my ever-expanding sample library, I use whatever I need to make unique SFX.

I have directed voice talent both remotely and in-studio and know what it takes to get the best performance out of people, not to mention the best results out of the performance.

Finally, I provide post-processing and restoration services using the latest software to make sure everything sounds crystal clear and noise free.

Services

  • Foley & field recording
  • Audio restoration & post production
  • Dialogue recording & direction
  • Voiceovers

Implementation

Just making noises is only half the story: The rest is actually getting them into your game.

I have worked on several commercial Unity and Unreal projects using FMOD and Master Audio middleware as well as the native audio mixers. I have learned Wwise but have yet to work with it in a commercial project

I believe deeply in using sound to enhance the player experience, not just create an ambience, so love working directly with the Code Team or alongside a dedicated Audio Coder to push the boundaries for what audio can do to engage the player.

Platforms

  • Unreal Engine 4 (Blueprints)
  • Unity 5 (Audio Mixer)
  • FMOD Studio
  • Wwise

COMMS INTERFACE

E: [email protected]

T: +44 (0)77 6989 4242

Download CV (PDF)