GAME AUDIO DESIGN
LINUS JOHNSSON
work highlights
about
I am a sound designer with multiple AAA game experiences currently working at Frontier Developments.Previous experiences include years of freelance sound design and music composition for linear, as well as non-linear medias, and audio post production.
Proficiencies: Reaper, Pro Tools, FL Studio, Wwise, FMOD, Unreal Engine, Recording, Sound Design, Izotope RX, DaVinci Resolve, JIRA, Confluence, SVN, Hansoft
BA - Audio Production
MDes - Sound for the Moving Image
work
Warhammer Age Of Sigmar: Realms of Ruin
In charge of direction, design and implementation of:
Gaunt Summoner
Tzaangor Skyfires
Including abilities, locomotion, foley, attacks as well as additional VC design and implementation for the:
Tzaangor
Additional sound design:
Map Editor prop sounds
Campaign mission
Jurassic World Evolution 2
In charge of direction, design and implementation of:
Archelon | Prehistoric Marine Species Pack
Researched and created a large set of vocalisations and foley for this 'giant turtle' - shown in the video displaying the entirely new amphibious behaviour. This behaviour meant intricate Wwise systems based on above and under water sounds.
Tarbosaurus | Cretaceous Predator Pack
Created a large set of vocalisations and foley. The sound design had to remain in keeping with the sounds of the Jurassic Universe based on the Tarbosaurus from Jurassic World: Camp Cretaceous which meant taking inspiration and re-working and editing audio source from Universal.Implemented via Wwise and Frontier's proprietary engine, across multiple platforms.
Additional work:
Feathered Species Pack
Planet Zoo
In charge of direction, design and implementation of:
Fossa | Tropical Pack
Somali Wild Ass | Arid Animal Pack
Dama Gazelle | Arid Animal Pack
Little Penguin | Oceania Pack
Saiga | Eurasia Animal Pack
Researched these, and neighbouring species and families of animals for unique calls and behaviours, covering both adult and juvenile behaviours and interactions.Sourced, designed and edited vocalisations and foley to blend with existing species in game, given the obscurity of some of these animals, a lot of creative audio manipulation had to be utilized to mimic certain vocalisations. As well as audio restoration using Izotope RX.Implemented via Wwise and Frontier's proprietary engine.Additional work:
Implemented VO lines.
Organized and went on field trips to Zoo's for recording sessions.
credits
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