DAN MELLINS-COHEN

Sound Design | Audio Recording | Game Implementation

MISSION    LOG

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: dan@dmcsquaredaudio.com

T: +44 (0)77 6989 4242

 

Download CV (PDF)

DAN MELLINS-COHEN

Sound Design | Audio Recording | Game Implementation

MISSION LOG

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