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Sound Effects Demo Reel

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Terminator 3: Rise of the Machines

 
     
This was made on an incredibly short time schedule to be ready for the big red carpet party hosted by Arnold Schwarzenegger himself.  This video was the centerpiece of the event.  I managed the entire project, directed voice, wrote the music, created sfx, scored and directed mixing -- all in four days. 
     

Temple of Elemental Evil: A Classic Greyhawk Adventure

 
This was again done on a short schedule.  I worked with the composer to create the music score, then designed and implemented the sound effects track.  The composer did the final mix.
     

Neverwinter Nights

 
This marketing video was created before the release of Neverwinter Nights. I managed every aspect of this project, creating the sound effects track over the music which I contracted and helped create.  There was an announcer voice in the final version, but I've left that out so you can hear the score better.

Superman: The Man of Steel

 
I created sound effects for all of the cinematics in this game, as well as a large chunk of the in-game effects.  I worked closely with the composer and DC comics to come up with the music score.  I've left the voices out so you can hear the score better.

Test Drive

 
I created the sound effects for this game, as well as helping to implement the engine sounds using SoundMax technology and tools.  In this intro movie, I purposefully left out the sound of the engine, giving the licensed music track more attention, and allowing the other sound effects to have more impact.

Looney Tunes Racing

"What's Opera Doc"
level sample

 
I did the concept design for this title from the ground up.  I worked with the good audio folks at Singletrac (Atari had just acquired that studio) to create and implement the audio engine that allowed for the dynamic music playback based on gamestate.  All in all, I'm quite proud of this product, and you really have to play it to hear what's so good about it.

Slave Zero

 
I did all of the design, both content and implementation on this big guy.  No video from this product, but I got an excellent review in the March 1999 Computer Gaming World.

   

For example, you can hear the ominous clicking feet of a horde of spiders long before you face them.

Even without positional audio, the sound in SLAVE ZERO is suitably epic, with shattering explosions, monstrous gunfire, and the earth-shaking footsteps of the slaves themselves. This is one game that truly cries out for a subwoofer.

But hands down, the coolest sound effect is Slave Zero's deafening roar - a sky-scraper-rattling bellow of rage that spikes the Richter scale.

 

 
     

See also W. Scott Snyder's Music Reel

 

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