Carlyenyte
CRedits
Marathon - BUNGIE
Unreleased
Senior Sound Designer contributing sound design and implementation. Audio owner of maps, activities, mix, and Wwise project. Rebuilt Wwise project; established structure, guidelines, mix systems, and maintained the project with query testing. Led audio palette and implementation direction for map and activity SFX, trained and managed a team and reviewed work. Aligned team on loudness guidelines and led mix work. Tuned 3D audio propagation and spatial audio settings.
Announce Trailer
Destiny 2 - BUNGIE
(Live) - PlayStation, Xbox, PC
Started on Destiny 2 as a Sound Designer on the seasonal team, later promoted to Senior Sound Designer and audio lead on seasonal releases. Contributed sound design and implementation using Wwise and proprietary engine, created stylistic guide and resources for each seasonal release, led a team to execute on established quality bar, created troubleshooting and training resources, key decider and involved in final mix. In addition to working on seasons, I contributed sound design source that was used in the Witch Queen, Lightfall and The Final Shape annual expansions. I also worked on the 30th Anniversary Event and owned the Grasp of Avarice Dungeon.
Seasons worked on:
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Season 13 - Season of the Chosen
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Season 14 - Season of the Splicer
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Season 15 - Season of the Lost
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Season 16 - Season of the Risen
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Season 17 - Season of the Haunted - LEAD
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Season 18 - Season of Plunder
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Season 19 - Season of the Seraph - LEAD
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Season 20 - Season of Defiance
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Season 21 - Season of the Deep - LEAD
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Season 22 - Season of the Witch
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Season 23 - Season of the Wish - LEAD
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Episode 1: Echoes
Season of the Wish Trailer
Marvel's Iron Man VR - CAMOUFLAJ
2020 - PSVR
Co-led audio for Marvel's Iron Man VR from pre-production through ship. Responsible for sound design and implementation using Wwise and hooking that up in Unity. Developed content palette and sandboxes for use by audio team. Sound design contributions included: drones, player weapons, player flight, player suit, environment ambience, voice processing, player interactions, Ghost, Living Laser, character foley in cinematics, UI, and final mix.
Announce Trailer
Player Weapons Supercut
Weapons that I designed: Rapid Repulsor, Continuous Beam Repulsor, Cluster Bomb, Smart Bomb, EM Charge Cannon, Micro Swarm, Scattershot, Auto Cannon, Anti-Armor Missile, and Smart Missiles.
Moss - POLYARC
2018 - PSVR/Oculus
Provided supplementary sound design and mix support on contract near the end of the project's development. My contributions included: mouse foley for a handful of animations, cutscene audio support, launch trailer support, VO mix balancing, and a player interaction (the ballista).
Launch Trailer
Super Lucky's Tale - PLAYFUL CORP
2017 - Xbox One
Provided sound design on remote contract. My contributions included mostly environmental hazards, ambience, and some player interactions for a variety of worlds.
Announce Trailer
Creativerse Industrial Blocks DLC - PLAYFUL CORP
2017 - Steam/PC
Provided sound design on remote contract for the Industrial Blocks DLC for Creativerse.
Announce Trailer
Fat Princess Adventures - FUN BITS INTERACTIVE
2015 - PS4
Sound designer on the audio team for Fat Princess Adventures and its post-launch DLC. Responsible for sound design and implementation in FMOD Designer, as well as visual scripting and implementation in C4 game engine. In addition to sound design my responsibilities included: music editing, mix support, VO editing and implementation, and a music track for the PS4 theme.
Gameplay
Weapon and Gear Design
HALP! - FUN BITS INTERACTIVE
2016 - Oculus and Vive
Sole sound designer for HALP! a VR title that was originally an Oculus Touch demo but was later released to the public. I was responsible for sound design and implementation in FMOD Studio, and implementing into Unreal Engine using Blueprints.
Launch Trailer
Orbital Loop - FUN BITS INTERACTIVE
2017 - Daydream
Sole sound designer for Orbital Loop, a music building VR title that launched with the Google Daydream. I was responsible for sound design and implementation in FMOD Studio, and implementing into Unreal Engine using Blueprints. I also provided all music and set up the beat-based infrastructure of the game.