Hi! My name’s Benedict – thanks for checking out my website.
I’m a sound designer for video games and interactive media from London, UK, currently living in Merano, Italy. I currently work at stillalive studios.
I studied Audio Production at SAE Institute London, with a research paper on vaporwave and postmodernism being a personal highlight. My professional audio career started with recording music, before I moved on to creating immersive, 3D soundscapes for short VR films and experiences, as well as indie video games
When I’m not playing or working on games, I’m into cycling, playing guitar, and making a songwriting podcast and short films with friends. I also find the time to be the official tester of my pastry chef wife’s cakes and sweets, and my dad’s homebrew beer when I’m back home.
Proficiencies
Reaper, Pro Tools, iZotope RX
Audio Middleware and Integration:
FMOD, UE Metasounds, and Wwise
Game engines:
Unreal Engine , Unity, GMS2, and Godot
Recording, designing for, and mixing ambisonics for linear and interactive 360° experiences
I am also an English teacher, game dev tinkerer (with Godot), and hopefully-more-than-adequate cooker of Japanese food and proper curries.
I speak Italian, and I enjoy trying to speak Spanish and Japanese.
Games I've been into lately
Crazy Taxi
Deep Rock Galactic
Risk of Rain 2
Return of the Obra Dinn
The Case of the Golden Idol
A Short Hike
Resident Evil (all the remakes)
Smash (Donkey Kong forever)
Other Credits
Sound Design
Garden Life – A Brief Audio Overview
A short-ish look at some of the audio systems I implemented in Garden Life, using UE5 and FMOD. I don’t go too deep into technical details, but I hope to soon at an audio conference!
Includes an overview of my footstep system, the game’s “semi-generative” music, a faux-portal system for ambient sound, and spatialisation and “worldisation” of certain musical elements.
Bus Simulator City Ride UI SFX
A quick video where I show how I did some of the UI SFX for Bus Simulator City Ride for mobile and Switch. I wanted to create a pleasant soundscape when navigating the windows, with a modern, sleek, glossy, Gran Turismo-esque style, and I reckon I managed it.
Spoiler: I relied heavily on free Spitfire LABS instruments!
Fire spell breakdown
A quick breakdown video of the sound design I did for a competition by Native Instruments and Marshall Mcgee. You can find it here, with a breakdown video by Marshall on his design.
Animation by @_artwerkz
Tanks x Wwise breakdown
After going through the Unity Tanks tutorial project, I decided to spice up the sound a bit and implement it with Wwise. This is just a quick video showing the basic gist.
This helped me realise what I could do better in the future – better delays, a better panning method, multiplayer compatibility – but it was a good challenge to get done and dusted.
PxNoise Walkthrough
A video showing how to use PxNoise – the lo-fi sound design tool developed by Daisuke “Pixel” Amaya, and used in Cave Story and Kero Blaster.
It’s best if you know some sound design principles already.
GMWwise and GMS2.2 setup guide
A video detailing how to set up CaKlassen’s GMWwise plugin to allow audio integration in Game Maker Studio 2.2 with Wwise. I struggled a bit with it myself at first, and thought a video like this might shed some light on how to make sure it all runs ok. Check out the Youtube description for timestamps.
Apologies for the ponytail.
GMWwise and GMS2.3 setup guide
The process to set up Wwise and GMS2.3 is a little bit different to how it used to be – here’s a little video on how to do it right. Check out the Youtube description for timestamps.
Bum Note - Game Jam audio design
My first Game Jam submission, way back in 2017. As the band intern, hammer the instruments back into shape to ensure they sound reasonable – or you could let them go out of tune and enjoy the chaos.
Original compositions by Koji Kondo and Hirokazu Tanaka; “remixes” and sfx by me. Programmed by Luke Sanderson, Dominic Sanderson, and Pablo Rodriguez.
Please give the Unity Web Player a short while to load!
more coming soon 😉
Music
VIDEO GAME soundtrack
The short but sweet soundtrack to VIDEO GAME. Written in LSDJ for the GameBoy, and implemented with Wwise in GameMaker Studio 2.
WestWorld x Spitfire Audio Scoring Competition
My entry to HBO and Spitfire Audio’s scoring competition to a chase scene from WestWorld. Written with a synthwave vibe, mixed with some big orchestral elements.
The second half of the video, from 4:22, is music only.