Good sound effects help a game live.
I produce everything from 8-bit sound effects to custom recorded sounds.
A memorable game deserves memorable music.
I like to make the most of the dynamic nature of games with adaptive music systems.
Alien Defense - Free Roam VR (2018) A VR multiplayer shooter made for room scale VR. For this game, I created soundeffects, music, and implemented it using Wwise. I also provided the voices of the aliens! [Sound effects, Music, Implementation, Unity & Wwise]
I added soundeffects to Dana's animation showreel in order to give it more life and to make it stand out above other animation showreels. Dana choose the music and made one final edit on the video. [Sound effects, video]
Bird Game - Bryan Tabor (2018) Bird Game is zen-like fly 'em up where you controle a bird as it flies through a black and white painted world. I created all the sound and music and implemented it through Wwise in Unity. [Sound effects, Music, Implementation, Unity & Wwise]
For a series of Game design and development classes, I was asked to create a small track to go along with the trailer. [Music, video]
ViRTuE WindTech - Stark (2017) A VR training game inteded for use in the wind energy sector. The demo goes through several locations and scenarios. [Sound effects, implementation, Wwise & Unity]
Arelite Core - Dragon Slumber (2017) An old-school turn-based rpg. For this project, I created sound effects that were inspired by old SNES games. [Sound effects, custom engine]
Mitten is a little Tamagochi-like cat game where you care for a virtual cat. The music was co-written by Star https://soundcloud.com/starhasalolipop [Music, Custom engine]
Blasterfest is a VS blast-em-up. A release for steam is plannend, so stay tuned! [Music and sound effects, Unity]
Laundromallard - GameJam (2017) Catch, bath and dry ducks before they eat your catch. All music and soundeffects made and recorded at the GGJ 2017. Winner of "best game overall" and "best audio" on-site. [Music and sound effects, GameMaker] [Music and sound effects]
Super Flippin' Phones - Blauwprint (2016) A full version of Flippin' Phones, the gamejam game we made at IGL14. We improved on all aspects that made the original fun! You can play it on pc an android! [Music and sound effects, GameMaker]
UnderWater - Sfinx Games (2016) A training tool for ultrasounds. I've contributed music for videos and gameplay. The game is still in production. [Music, Unity]
Wingman - GameJam (2016) GGJ 2016 - Competative dance-off, where players have to seduce birds by performing a mating dance. Winner of "best game overall" on-site. [Music and sound effects, GameMaker] [Music and sound effects]
With a combination of Unity and 3Dception, I implemented and set up the digital audio enviroment. In the interactive VR video, viewers needed to look at certain areas at certain times, so the audio directs the player in the first part of the video. Below is a recording of the video. It isn’t interactive, but it should give you an idea of what is going on. [Audio design and implementation, Unity & 3DCeption]
Who Will... - GameJam (2015) IGL 2015 - In this mobile multiplayer game, players have to distribute inheritance. It doesn't have a lot of sound, but it showcases my design skills. [GameMaker] [Sound effects and design]
Bunny Rumble - Studio Bleep (2014) In this mobile game, players try to avoid blocks to surive as long as posible. It uses some adaptive music and features some silly soundeffects! [Music and sound effects, GameMaker] [Music and sound effects]
I’m Harm-Jan Wiechers and I love making music and producing audio for games. The seeds for this love were planted a long ago when I would spend days playing Playstation 1 games like Spyro and Tony Hawk’s Pro Skater, or going through the large pile of demo disc my uncle brought over. I then got to expand my love for games with my interest in music and sound when I started taking guitar lessons; classical at first but that switched over to electric soon. It didn’t dawn on me that I could be doing something professionally with either of these hobbies until I found out about the Hanze University of Applied Science and their 4 year game design and development course. During this time I got to learn about game design and serious game design in a professional setting, but I also noticed a huge lack of audio focused theory and lessons at the school. I took it upon myself to learn as much as I could about that by focusing on audio design and production each time a new project started. I taught myself to produce music and sound effects with FL studio, record voice overs, and implement them in Unity. This was all through trial and error and a whole lot of YouTube tutorials and Gamasutra articles. At the end of the 3rd year of college, I decided I wanted to start my own company, and at the end of the 4th year I released my first game with two college friends: Super Flippin’ Phones. I then continued to do freelance audio work, creating music and sound effects for multiple different projects ranging from VR training simulations for the wind energy sector, to small mobile titles.
Some of my favorite games are:
- Getting Over It with Bennett Foddy
- Dark Souls
- Kingdom: New Lands