God of War: Ragnarök

I implemented sfx in many different ways, from interactables, material contacts, to debugging complex audio bugs. Much of my focus was on the combat SFX implementation for Kratos, Atreus, their weapons, and a majority of the enemy AI cast, including notable bosses such as the Bear, Thor, and Odin.

My effort in combat sound design involved determining a good feel for attack tells, to inform players clearly, while keeping the soundscape immersive, and not giving away too much.

One goal was to make sure players could feel like they were “playing with their food ”, yet still maintaining an enjoyable challenge. This led to combat SFX that feel powerful, impactful, and god-like.

These reels were edited by @Much118x (on Twitter) and were given without the music so you can hear the SFX by themselves, and are a fantastic highlight of all the combat sound implementations.

I ran a quick, rough-test of Wwise Reflect with Unreal Engine 5.4
You can hear the effects of early reflection raycasting, acoustic textures, and diffraction through portals and around corners in this test

Awards & Recognitions

Current member of the Game Audio Network Guild

  • Best Audio Design | God of War: Ragnarök
    Recognizing the best in-game audio and sound design

  • Motion Pictures Sound Editors (MPSE) Golden Reel Award | God of War: Ragnarök
    Outstanding Achievement in Sound Editing - Game Effects/Foley

  • Outstanding Achievement in Audio Design | God of War: Ragnarök
    Presented to the individual or team whose work represents the highest level of achievement in creating a unified audio experience. The quality of the individual sound effects, voice over, music, technology, and other audio elements will be considered in addition to the overall audio mix of the title.

  • Best Audio Award | God of War: Ragnarök
    The Best Audio Award recognizes the overall excellence of audio in a game - including, but not limited to, sound effects, musical composition, sound design, orchestration, etc.

  • Game Audio Network Guild (G.A.N.G.)
    Award: Creative and Technical Achievement in Sound Design | God of War: Ragnarök
    Sound Design that pushes the creative and technical boundaries of what’s previously been done in this area. It considers both technical achievement AND its creative application within a game. This includes games that make innovative use of existing or third party technologies, as well as those introducing entirely new technologies. The creative combining of technologies is to be considered as well.

  • British Academy of Film and Television Arts (BAFTA) Award: Audio Achievement | God of War: Ragnarök
    Rewarding excellence in the design and application of sound, dialogue and music to create an exceptional audio experience.