Game Audio Reel

Here are four of my projects, showing a diverse set of skills. I included two of my own games and two sound redesigns, and there’s also a variety of game genres.

Dino Adventure

Sound Design, Composition, Implementation & Programming
This is my first solo game project. It’s made with Unity and FMOD as an exam project for the course “Game Audio” over the course of 2-3 months. Everything is made from the ground up by me except for the 3D models.
My primary focus was to make the looks and sounds of the game feel quite small, as if you’re playing with toys. This is achieved using quick, soft and round sounds without too much focus on bass frequencies. An example of this is the sound of the different characters’ “voices”. They primarily use bubble or mouth sounds, which are then pitched and played in different speeds according to the character.
The music has a playful feel and is overall quite simple, which helps bring it all together. For the forest and cave music, I made sure that both pieces would be able to transition smoothly into each other, no matter where you are in the piece. The music can be found below.
It was a really fun experience to properly develop and release a game, and I can’t wait to do it again in the future! The game can be downloaded on Itch.io.

Beach Theme
Forest Theme
Cave Theme

Ori and the Will of the Wisps Trailer

Sound Redesign & Composition
I picked this trailer to work on both because I really like the Ori games, but also because it has a lot of different scenes to work with. I specifically wanted to practice making creature sounds, both big and small, and it was fun to think about all the different details. The wolf is made with a combination of different sized dogs and the growls of a sea lion, and the giant worm is made from five different layers of monster and scream sounds to fill out most of the frequency spectrum. This really accentuates its size and power.
The music in the trailer switches up a couple of times to match the different scenes and environments. The start is dark, spooky and a little repetitive to match the uncertain feeling of Ori. It then goes quiet before the dramatic sequence in the middle, where it ends abruptly after a big swell. Combined with the unresolved last note in the ending sequence, it leaves the player wanting more, which might make them come back once the game releases.

Dramatic Sequence
Ending Sequence
Beach Theme
Forest Theme
Cave Theme
Dramatic Sequence
Ending Sequence

Avatar-inspired VFX

Sound Redesign
When I first saw this on Twitter, I knew I had to reach out to the creator (@onetupthree) and ask if I could do a sound redesign of it. It has exactly the right graphical style I love, and I wanted to see what I could do with it sound-wise.
For this project, I focused a lot on the details before and after the main body or impact of the sound, which I think makes everything a lot more interesting. Another subtle thing I did was to gradually raise the pitch of some of the abilities until the main impact. This creates a nice buildup, which further accentuates the tension and release I was trying to convey.

Wake Up

Programming and Audio Implementation
This is my team’s game from Sonic Game Jam 2024, which I had a big part in hosting as well. The theme for the jam was “full of surprises”. The game is about a person who is lucid dreaming and keeps “waking up” in different places. They’re stuck in a loop and can’t wake up in the real world, so they’re trying to die in different kinds of ways until they can finally wake up for real.
Apart from the character controller, I programmed the whole game, including scene changes, the alley changing shape and playing all the animations at the right times. I also implemented all the sounds using FMOD and placed them in the 3D space.

Sonic Game Jam 2023

Sound Design, Implementation, Additional Programming & Level Design
For this game jam project I mainly focused on the atmosphere of the space station and the feel of the glowsticks. The atmosphere consists of a constant room tone and some 3D ambience as well, including a guttural monster sound to tease what you’re up against. For the glowsticks I used a collider on both ends, so no matter how it flipped you could still hear the collision sounds. They also emit a quiet buzzing to help integrate them into the world.
During the chase sequence I used two separate shepard tones, one going up and the other going down. Together with the darkness, the exhale of the monster and the footsteps getting louder and louder, this gave a really unsettling feeling which was perfect for the situation.

Volcano Escape

Sound Design, Implementation & Additional Programming
This project was part of a college class where we had roughly two weeks to make the sounds and visuals for a game, all starting from the same walking-simulator-style template. We had to make a win state and a lose state, which are both shown in the video. You lose the game if you don’t make it to the plane in time to escape the volcanic eruption. My main focus for this project was the music, which had to convey the franticness of the situation. An example of this is when you walk too close to the shark-infested water, one of the percussion layers changes to a hard-hitting timpani, telling you to step back, or you will get bitten.
Most of the programming was already done for us, but I did some myself to get the consumables and hearts working.

Ape’s Journey

3D Audio, Audio Programming, Implementation & Foley Recording
This project was part of the “3D Audio” course at college, where we had to make 3D audio for a pre-made game using Dolby Atmos with a 7.1.4 setup. The stereo sound in this video doesn’t quite do it justice, and it sounds a lot nicer and bigger in Dolby Atmos.
For this project, my main role was audio implementation using Wwise. This included setting up SFX, events, different containers etc., and in Unity I placed all of the sound sources and made sure the attenuations were right. There were three main zones which all had different atmospheres and had to convey different moods, and they were mostly set up using 3D audio emitters. I did a tiny amount of sound design, including some foley recording, but I mainly used my time in Wwise. I spent the longest setting up the shield sound, which swirls around the listener in many different layers.

Sonic Game Jam 2022

3D Modeling & Additional Programming
My first ever game jam, which was held at Sonic College. I went into it not really knowing what to expect, but I had so much fun in the 24 hours it took us to make the game. My group had a diverse set of skills, so we all participated in every aspect. My primary role was making a lot of the 3D models, but I also helped with the programming when our main programmer got stuck. I feel like the game turned out really well considering the time we had to make it.

Chibi Robo

Sound Intention
This was a small four hour assignment for college where we had to make a sound intention for the game “Chibi-Robo!”. The robot seemed pretty flimsy, so I wanted its joints to sound squeaky, and I also added the sound of a bolt flying around inside its body as it walks. I thought the robot had cute eyes and mannerisms, so I added some contextual, voice-like sounds to the different interactions it has. I didn’t have much time for the music, but the idea is there and I like the overall high-passed sound of it.
As just a concept I think this project turned out quite nice.

Some animals I’ve made in Blender :)

About Me

Who Am I?

Hello! My name is Jonas, I’m from Denmark and I’m currently studying sound design at Sonic College. I’m a chill guy who loves being creative in all kinds of ways, be it sound design, 3D modeling or building something in my favorite games. I value quality over quantity, and I think small details add a lot of character to a sound, so for me it’s really important to empasize everything you see in the picture, big and small. I always strive to improve my work, and both giving and receiving feedback is a big part of my creative process.

That’s me!

My Journey

Ever since I was little, I have always had an interest in sound and music. I started making electronic music in FL Studio in 2017, which I continued doing up until 2020. Here I became aware of Sonic College, which teaches everything sound-related. I was in high school at this time, and now I had a clear idea about what I wanted to do afterwards. After finding this out, my focus shifted towards game audio, and I started practicing video game music and doing a little bit of sound design as well. The entrance examination for Sonic College got me really excited for what was to come, and after starting in 2022, my motivation has only grown and I have really started appreciating all aspects of sound.

Software

Below are the programs I’m currently experienced in, though I’m always willing to learn about all kinds of software. I want to get into Unreal Engine, MetaSounds and Reaper at some point, and I’ve played around with Aseprite a little bit as well.

DAW

FL Studio
Ableton Live
Pro Tools

Middleware

FMOD
Wwise

Other

Unity
Blender

Contact

Feel free to message me on my social media shown above or contact me by email:

jonaswiisjensen@gmail.com

jonaswiisjensen@gmail.com

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