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The Outer Worlds: Peril on Gorgon - Shipped!

The_Outer_Worlds_Peril_On_Gorgon_Key_Art.jpg

On September 9th 2020, Peril on Gorgon, the first DLC expansion for The Outer Worlds, officially shipped for PS4, XB1, and PC. It will ship later for the Nintendo Switch. This is another project I worked on at Obsidian Entertainment as an associate sound designer.

For this project, I worked on ambient sounds, scripted moments, and vocal processing. One of my favorite sounds I got to make is the storm machine in Olympus Lab.

Other examples of sounds I made:

  • Ambience and one-shot ambient sounds for Gorgon Overlands

  • Voice processing of the Mysterious Figure

  • Voice processing and sound effects for portable phonographs

  • Cutscene sound effects (Specifically this one: [Spoiler alert])

I’m very happy I got to work with Dylan Hairston on this project! He was fantastic to work with and this project overall is something I’m proud of.

The video below features a no-commentary full playthrough of the DLC expansion by YouTuber rubhen925.

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StarCrossed - Shipped!

Happy to say that StarCrossed has now shipped for Windows and MacOS. You can purchase the game here on the Contigo Games’ website.

Working on this game was a treat. I contracted for Contigo Games a while back before starting my full-time job at Obsidian, and during this period, I made magical girl-esque star projectile sounds, enemy sounds, and an evil cackle for one of the bosses that I’m proud of. The dev team consist of extremely talented folks, some of whom I met and became good friends with during my Boston game dev days. They are extremely hard-working individuals and I was always impressed by not only their work ethic, but how much they made sure they were having fun and checking on each other and their health along the way. Please keep an eye on this team and support them by getting the game!

From the Contigo Games website:

StarCrossed is being developed by Contigo Games, a small indie team dedicated to creating multiplayer games and experiences to bring people together.

Come say hi! We would love to hear from you.

Twitter:  @PlayStarCrossed

Email:  hello@contigo-games.com

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The Outer Worlds - Shipped!

Cover art for The Outer Worlds.

The Outer Worlds has now shipped. As an associate sound designer, this is the first large-studio game I’ve contributed sound effects for, alongside an incredible audio team.

Here is a Twitter thread where I list and show a TON of people I wanted to thank. I like to make sure to stop and celebrate when I reach even a small goal, and this is absolutely a huge one.

The audio of the team of the worlds includes everyone pictured below:

From left to right:

Top row:
- Dylan Hairston (Associate Sound Designer)
- Scott Gilmore (Sound Designer)
- Tony Blackwell (Audio Producer)
- Ali Mohsini (Sound Designer)
- Justin E. Bell (Studio Audio Director/Composer)

Bottom row:
- Mark Rios (Assistant Sound Designer)
- Zac Simon (Senior Sound Designer)
- Myself (Associate Sound Designer)
- Jerrick Flores (Technical Designer)

Here is the launch trailer for The Outer Worlds, which is now out on Xbox One, PlayStation 4, and PC (Windows Store and Epic Games Store). The game will also come out on the Nintendo Switch at a future date.

We’ve been fortunate enough to cover our work in recent game audio publications, where we all talked about how we worked on our specific audio tasks. You can read them below:

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Obsidian Entertainment

I’m happy to say that, as of February 11th, I’ll be working at Obsidian Entertainment as an Associate Sound Designer on their upcoming project, The Outer Worlds. This first week has already been fantastic and it’s amazing being given the opportunity to work in a highly renowned game studio and be part of the Obsidian audio team full-time. The studio is known for RPG games such as Fallout: New Vegas and South Park: The Stick of Truth.

You can watch the announcement trailer for The Outer Worlds here, as seen on the Game Awards 2018:

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Reviewing 2018

What a year and journey it’s been.

It’s been quite a while since I posted an update, and this year has definitely been an important one in my life. It feels like not much has happened and yet so much has happened.

Here, I’ll show all the different things I’ve been involved in this year.


Sony Santa Monica

On April 20th, God of War shipped to the world. I wrote a blog post earlier in the year regarding my experience with this game. There’s not much to add other than the fact that there’s no way I could ask for a better QA team to be on. Not everyone is in this picture, but here’s a QA group photo taken by Kiyomi, and also a picture from one of our get-togethers.

As you can see, we make sure to have fun while we work. :)

The QA leadership team also took the time to write up a blog post that talks about how QA worked on God of War!

Here’s a bug video that my lead Tim put together as well. Some of these are beautiful gems:

God of War went on to win big at the 2018 Game Awards, winning Best Direction, Best Action/Adventure Game, AND Game of the Year!!

This project and my experience with it has definitely been a huge part of 2018 for me. I am still astounded at and so happy with how good of a team culture and environment Sony Santa Monica Studio has. Not only are my coworkers in QA incredibly smart and talented people. They are super kind, and I’m proud to call them friends. I’ve become stronger every day thanks to this team, and couldn’t ask for more.


GDC

On March 21st, I got to sit alongside Lindsay Peck, Tina Kalinger, Rosstin Murphy, and our moderator Brian Choi to talk about how stories getting over financial and mental challenges to achieve opportunities in the industry. Our panel was called “Breaking In: How To Deal With Limbo and Proactively Wait”. I was really happy with how honest all 5 of us were. We made sure to talk to each other to get to know each other, our stories, and what we were comfortable sharing. We each had challenges in our career journeys that could have absolutely prevented us from moving forward, and we kept trucking through. It was information that I really hope helped the audience who was there to listen to us.

One thing that was nice and interesting was that the next session that was supposed to happen after us never happened. I can’t remember exactly what happened, but we ended up being able to have a Q&A session without time limits, so any question people had, we were able to stay and dig deep in giving answers.

This felt very good to do overall at GDC. For starters, this was my first speaking opportunity at GDC. This was also an amazing way to give back to the industry and the people aspiring to break into it. I have ALWAYS asked people many questions and have gotten tons of supports from friends and mentors, and it felt good to give back with this panel.

This is something I continue to pay forward, by the way! So if you are reading this and you have questions about getting opportunities or getting a job/gigs in the industry, feel free to reach out and talk to me.

Here’s a Renaissance-esque post I managed to get of Damian and the game audio community during one of the Sightglass meetup mornings.


Visiting Beantown

Pamphlets from Boston FIG Fest 2018.

On September 29th, I had an awesome chance to visit Boston and takes pictures at the Boston Festival of Indie Games! It was a great way to volunteer and give back to the festival, and also a chance to see my friends, some of whom are active working on projects of their own in the Boston area.

My friend Emma was kind enough to let me stay at her place while I was visiting, and I had a chance to catch up with her and many other friends that I still keep in touch with. I had lunch with friends from Harmonix, got coffee and hung out around Boston with tons of people, and visited my alma mater, Berklee, and answered questions for students in one of the video game classes that my college professor Michael Sweet was teaching one of those mornings.

I wish I took so many more pictures of everyone I got to spend time with outside of Boston FIG Fest, but I can tell you that I was thankful to see almost everyone I wanted to see in Boston. Wish I could have stayed longer to hang out more!! Current plan is to come back next year, hopefully, for Boston GameLoop. We’ll see if I can make the time for it. Fingers crossed.


Game Audio LA

Time flies. It’s been a whole year since the local game audio meetup LA has gone under the name Game Audio LA. This is a group originally started by Fryda Wolff, and with her blessing, I’ve been continuing the meetup along with co-organizers Ange Muscariello and Megan Carnes. This group would NOT be possible without their help. Together, we made an attendee policy, a website, personal goals and tasks we want to set to define the group, and aside from missing a couple of months, we’ve managed to make a consistent meetup that meets once a month in the LA area.

The main goal was to make sure people also working in game audio have a space to talk to each other and hang out, and it’s been amazing that people are having fun and feel comfortable. Hoping to keep things active in this direction for the meetup!


And more!

Currently, on the sidelines, I’ve been editing audio for Ultimate History Quiz, and for Contigo Games, I’m making sound effects for their magical girl co-op game, Starcrossed.

Here’s what music I listened to the most this year, according to Spotify:

A large chunk of this year also involved focusing on spending free time with friends and family when I could. If I wasn’t focused on working and freelancing, I wanted to relax and hang out with people. With Super Smash Bros. Ultimate now in my hands, I’m definitely hoping to do more hangouts at my place after Christmas this year. I’m already excited for 2019.

2018 was pretty amazing for me. I was able to grow as a game developer, I discovered my limits and challenges as a QA analyst and continue to build upon them, and I gave myself more time as a human being to spend free time with coworkers and friends. My career life is going well, and I have a tendency to focus on just that, something I aimed to improve on in the second half of this year. I had a lot of moments where I didn’t spend time with friends, and my energy this year absolutely shot up positively once I decided to give some focus in my social life. I’ve gotten to spend time with amazing people this year, and I’m thankful that those moments make up a huge chunk of this year as well. The year will end with me and my family on a cruise for Christmas that we’ve been saving up all year for.

I’ve made this year a good year, and I hope I’ve been good to you in return.

I’ll leave you with many pictures and short descriptions of what else happened this year.

Actually! Before I leave you, one cool thing: October 17th marked once year since my appendectomy surgery last year. I think I tend to overlook that and not realize how lucky I am that I am OK today.

Chilling at the hospital on October 17th 2017.

So what better way to mark the one-year occasion than to hike up to the Hollywood sign?

Chilling on top of Mount Lee on my birthday, October 28th 2018.

2018 was a blessing for me. I truly hope it was a good year for you, too, and I hope that I was good to you.

All right, I leave you with pictures. Hasta luego.

Selfie with Sunny Suljic, aka Atreus in God of War, at the God of War studio wrap party.

Audio QA selfie with Morgan, Tyler, and also Laila Berzins, the voice actor who voiced Gondul, the Muspelheim Valkyrie!

My sister graduated high school!

Parents visiting the studio.

Hangin’ with some Berklee bros.

XPL selfie at E3. :) (We were part of the exploration [XPL] team of QA)

Selfie with Mega64 at San Diego Comic Con.

Richard Gould was kind enough to give us a tour of Skywalker Ranch.

At Universal Studios with my girlfriend for the Christmas/winter season.

Hey Anand, quit texting and driving at E3. I think there’s a zombie in the car…

Saw John Williams conduct his music at the Hollywood Bowl.

The Funko Pop crew that keep me motivated. (including a custom-drawn Kratos by a super kind co-worker. Thank you again!)

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