Skip to main content

About

My name is David Graham.

I am a games audio designer and implementer. I also have experience designing for games, linear media and theatre.

As a audio designer I have experience with recording in scenarios from field to the studio. I am also experienced in Pro-tools, Logic Pro and Reaper!


As an implementer I have utilised audio engines such as Wwise, Unity’s AudioSource and LibPD, with each being used to further immersion and add data and gameplay conscious elements to my projects in the Unity games engine.

I am currently learning the Unreal Engine and audio middleware FMOD as a way to further my technical abilities.

As a gamer I love the detail and passion that sound designers pour into video games, designing intricate worlds by creating contextual interaction.


Qualifications:

2023 First in BSc Sound Design - Edinburgh Napier University 

2022 Wwise 301 Certification

2021 DipHE Production Technology and Management - Royal Conservatoire of Scotland 

2019 Practical Pyrotechnics- Safety Awareness

2018 ABRSM Grade 5 Music Theory 

2018 ABRSM Grade 3 Piano

2017 BTEC Level 3 Music Technology (Production) (QCF)    

2016 ABRSM Grade 3 Violin




Popular posts from this blog

The Story of E. Rose

 This is a game project I worked on for Distilled Productions.  For this project I created audio assets for the game that the game designer could not create themself. These ranged from digital static sounds to notify players of errors to air lock venting sounds.  To achieve these, I recorded sounds and mixed them with EMF recordings and contact microphone recordings to create all the sounds I provided. I then edited these in Reaper to add the post processing the sounds needed to convey the size of the players locations. Play the game: https://distilledproductions.itch.io/the-story-of-e-rose

Train Sim World 5: ScotRail Edinburgh Waverley to Glasgow Queen Street Redesign

  This redesign is based upon the ScotRail eXpress: Edinburgh to Glasgow TSW5 DLC created by Rivet Games. With this project I aimed to gain a better understanding of the requirements of train recording. This was to attempt to gain some insight to the methods that are used to simulate the sound of the train in the game.  I went out and recorded two lengths of the route over the course of a day, taking time in each station to search for sounds on the outside of the train only audible when idle or when departing.  These were then edited to fit a pre-created video of gameplay. It was an interesting experience especially when trying to record clean audio on a commuter service! Software Used: Reaper Final Cut  OBS

Navigational Weather System

This project is my honours project, the culmination of my honours project literature research and time at Edinburgh Napier. Project Description: This project aims to alleviate the growing trend of over reliance on UI as the method for conveying information in games.  Inspirited greatly by the implementation of navigation in Ghost of Tsushima by Sucker Punch Production, 2020. Ghost of Tsushima game uses sound and animation in order to guide users to locations within the world. This is what I wish to build upon but remove the reliance on UI to guide the player. As while Ghost of Tsushima is not overly cluttered the majority of new open world game releases wish to convey so much information to the player the screen becomes cluttered.  Technical Description: The project is a Unity asset store project that has been integrated with Wwise. The weather system was created and then sound designed using the Wwise Soundseed air, woosh and grain plugins. This project allowed  me to le...