SHOWREEL

ABOUT ME

Hi, I’m Leo Dennett, a game and audio designer based in Stockholm, Sweden.

I am currently in my second year studying Game Design at Futuregames Stockholm, and am seeking an internship.

Check out my showreel above and a breakdown of some of my work in my portfolio below. To contact me, send me a message on LinkedIn or email me at: hello@leodennett.com

PORTFOLIO

FleshBound

FleshBound is an action platformer set inside a giant beast. Players traverse the fleshy walls at high-pace, at the behest of a curious parasite attached to one hand.

Platform: Windows
Engine: Unreal 5
Genre: Action/Platform/Horror
Team Size: 12
Duration: 7 Week school project at Futuregames
Awards & Recognition: Won Best Audio and Best Design, nominated for Student Game of the Year at SGA 24.

Roles and responsibilities

Lead Game Designer, Scrum Master, Audio Design (inc. Music Composition & VO), Audio Programming, Narrative Design, UI Design

Tools Used: Unreal 5 (inc. Blueprints, MetaSounds), Reaper, various VSTs, Photoshop, Jira, Google Workspace

Links

Itch.io page: https://futuregames.itch.io/fleshbound

Soundtrack: https://soundcloud.com/leodennett-audiodesigner/sets/fleshbound-ost

FleshBound – Audio Breakdown

For the FleshBound game project I was responsible for all the audio design and programming, using Unreal Engine 5 and MetaSounds. Click below to read and watch breakdowns on select topics.

For the enemy death sound, I created a system to ensure the sound had variety and would not trigger indentical sounds during gameplay.

Firstly, I determined what kind of sound I wanted the enemies to make when they are killed by the player. The game is brightly coloured and very in-your-face, and so I wanted to support that vibe with a rich sound.

 

The main enemy (shown above) is round, fleshy, dies in one hit from the player’s barbed wire hookshot, and explodes with blood.

I broke down death into a series of actions with their own accompanying layers.

Layer 1: Wet Slap. The barbed wire making initial contact with the enemy.
Layer 2: Impact. A traditional, thud impact to add some low end and help communicate to the player you are hitting an enemy.
Layer 3: Squelch. The barbed wire piercing the enemy.
Layer 4: Pop. The sound of a balloon popping to help sell the idea of a round squishy thing exploding.
Layer 5: Splash. The aftermath, blood spray settling on adjacent surfaces.

I sourced some appropriate samples from Splice, compiled them into Reaper and adjusted the length, start time, volume and fade in for each of the samples to suit my needs. The Pop and Impact didn’t really need much variety as they are there to provide a foundational punch. The other layers I had three or four samples to ensure each death sounded sufficiently unique, whilst avoiding ending up with drastically different death sounds that could cause confusion.

I solo’d one sample per layer to mimic how the layers would be implemented in-engine, to simulate the randomisation and check that things were working whilst I was still in the DAW.

Below is a video of my Reaper project.

Once I was happy with the sounds I exported them individually as WAVs and imported them into Unreal 5.

Implementing in Unreal 5

I made a new MetaSound Source, created Wave Players for each layer, and put sounds in arrays that would be pulled from at random each time the MetaSound is played. For the Impact layer I added a random float value between 0 and 3 and connected it to the Pitch Shift section of the Wave Player just to add a bit of variety. The Wave Players outputted into a Stereo Mixer where I could fine-tune the gain values further, and then into a final Stereo Mixer where I could quickly adjust the overall volume. Below is a video of the MetaSound in action.

For the music player, I wanted to create a system that would seamlessly increase and decrease in intensity depending on the section of the level and current gameplay.

I first made a crossfader MetaSound Source with an Input named Intensity, which has a float range between 0 and 7. The Out value is pulled out 7 times and the values get subtracted by 0, 1, 2, 3, 4, 5, and 6 respectively. The floats are then each clamped between 0 and 1 and used to determine the gain levels for 7 Wave Players. Essentially, the system fades in each Wave Player as the Intensity increases. You can see a video below of the crossfader MetaSound.

This MetaSound Source was then placed inside another MetaSound Source, and the audio assets were added. The music was created using Reaper, and I exported the track as WAV files for each layer I wanted to introduce.

I then created a blueprint that would change the float value of the Intensity variable in the music player, and placed triggers in various locations around the levels to raise and lower the intensity where required.

Below is a video demonstrating how varying the Intensity affects the music in the Music Player MetaSound.

The player character in FleshBound has a hookshot-type device made of barbed wire that shoots out the palm of their hand. Like with the enemy death sound, I broke the action down into several categories (Impact, Tear, Rip, Bone, Whip, Metal, Whistle) to make the overall sound. Below is a video of my Reaper project.

I had a few alternative samples for some core sounds, which I implemented into a MetaSound using a random array, and the remaining sounds had some slight randomisation on the pitch just to help prevent things sounding too repetitive. The video below shows the Barbed Wire Hookshot MetaSound in Unreal.

As the player character is a fleshy half-demon running around inside a gigantic creature, I really wanted to sell the idea of a meaty, wet, squishy environment. Each player comprise of 3 layers; a traditional dull footstep, a splashy wet footstep, and a gory squish noise.

As the sound would be played very frequently I made sure to have a large number of samples for each category, and trimmed them in Reaper so that any random combination would still come out tight.

Below is a video of the Player Footsteps MetaSound in Unreal.

Screenshots

Downhill Dash

Downhill Dash is a thrilling, physics-based 3D downhill longboarding racing game designed for mobile devices.

The assignment was to follow a (hypothetical) Request for Proposal from the game studio Turborilla to create a mobile game demo for a new extreme sports title that would fit alongside their current titles.

Platform: Mobile/Android
Engine: Unity
Genre: Mobile/Casual/Sports
Team Size: 17
Duration: 3.5 Week school project at Futuregames

Roles and responsibilities

Product Owner, Game Design, Audio Design (inc. Music Composition), UI Design, Pitch Presentation

Tools Used: Unity, FMOD, Reaper, various VSTs, Photoshop, Jira, Google Workspace

Links

Itch.io page: https://futuregames.itch.io/downhill-dash

Soundtrack: https://soundcloud.com/leodennett-audiodesigner/sets/downhill-dash-ost

Audio Breakdown

For the Downhill Dash game project I was responsible for all the audio design and programming, using Unity and FMOD. Click below to see an overview of the FMOD file.

Screenshots