Recruited as lead composer and sound designer to support over 10 game production teams in developing assets to bring their vision to life. Managed and developed audio/visual systems to bring interactive experience to life for the following games and more: Lineage Descent – R.A.T.S – The Last Doomstorm – Codename: Bermuda – Going Dark – The Legendary Black Smith
This is my first published game as a sound designer and composer on Google Play and iOS App Store. It's called Pixel Trip! Get it today!
In this video, I'm preparing a composition for implementation into Wwise.
Recruited as a composer and sound designer to work on two amazing projects. One of them is NDA but the other is "Pixel Trip". Pixel Trip is a mobile game available on Android and iOS.
- Consulted with production leads to produce custom media content according to their asset lists, and implemented program design using FMOD, Wwise and Unreal Engine.
- Interactive Audio Systems in Unreal Engine 4.
- Tested & optimized assets for quality assurance in PC, Console, and Mobile applications.
-Supervised Interactive Engineering and Media Production team. Consulted with production leads to produce custom media content according to their asset lists, and implemented program design using FMOD, Wwise and Unreal Engine.
-Developed Games and Interactive Software in C++, Javascript, CSS, and HTML5.
-Tested for quality assurance in PC, Virtual Reality, Console, and Mobile applications.
Pixel Trip is Now Available!
Prepping Composition for Implementation
Senior Interactive Designer
Sound Designer / Composer / Wwise Implementation
Sound Designer / Composer / Audio Engineer
R.A.T.S. (Regulatory Astroid Topographical Stabalizer)
R.A.T.S is a fast-paced 3D twin stick shooter where the battlefield is anything but stable! The player controls a ship on the surface of a star about to go Supernova. The player must maintain the Star Stabilization field while enemies try to destroy it.
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Game Info
setting: Sci-Fi render: DirectX physics: Custom
competition: AI sound: FMOD input: XInput
The Team
A Genaro Garcia - alexandergenaro@gmail.com
Mark Miller - Markmiller8899@gmail.com
Yvonne Neuland - yvonneneuland@fullsail.edu
Grant Talyor - devlin@fullsail.edu
Jameson Parker - jamesonvparker@gmail.com / jvparker@fullsail.edu
Lineage Descent is a procedurally generated, rogue-like dungeon crawler where you breed your hero with a formidable spouse to strengthen the family tree. As time progresses, technology progresses, and through natural selection your heroes will begin to grow bigger, fight harder, run faster, and gain special abilities.
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Game Info
setting: Medieval render: Unity physics: Unity
competition: AI sound: Unity input: Wii U Controller
The Team
Sean Garland - seanggarland@gmail.com
Michael Jones - Michael.jones147@yahoo.com
Christopher Tolkov - ctolkov@hotmail.com
Jameson Parker - jamesonvparker@gmail.com / jvparker@fullsail.edu
Lineage Descent
Going Dark
A VR and Leap Motion first person shooter, where the player pilots a ship through space exploring different regions, in order to accomplish several missions on various difficulty settings, which include collecting supplies, combating enemies, and fighting bosses.
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Game Info
setting: Space render: Unity physics: Unity
competition: AI sound: Unity input: Leap Motion, VR Headset, Xbox Controller
The Team
Clifford White - Cjwhite@fullsail.edu
Allan Murillo - noelmurillo15@fullsail.edu
Shaquille Simon - shaqsimon19@fullsail.edu
Eva-Lotta Wahlberg - ewahlberg@fullsail.edu
Jeffery lamas - lamasjl90@fullsail.edu
Joe Fang - yfang@fullsail.edu
Jameson Parker - JamesonVParker@gmail.com / jvparker@fullsail.edu
Codename: Bermuda
Unreal 4 Engine game inspired by Doom – The player is crash landed on an alien planet where they must kill commanders to escape. During their mission they will encounter alien species and run down environments of an ancient civilization. Can the player survive by finding weapons left by previous mission teams and escape the planet?
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Game Info
setting: Sci-Fi render: Unreal Engine physics: Unreal Engine
competition: AI sound: Unreal Engine input: Unreal Engine
The Team
Aaron Anderson - Aaronjanderson1209@gmail.com
Michael Lee - AznNightblade@gmail.com
Shawn Richmond - Richmondshawnlhs2014@gmail.com
Doug Sikes - Savdes14@gmail.com
Javier Tellez - Javiertacevedo@gmail.com
Jameson Parker - Jamesonvparker@gmail.com / jvparker@fullsail.edu
Bastions Fall: The Last Doomstorm
Bastion’s Fall: The Last Doomstorm is a fast paced action FPS with survival horror elements. Survive the hordes of enemies as you make your way through the U.E.C Last Bastion. Survive and thrive, as you work your way towards your goal, find out who the Doomstorm Collective is and how to get off the hell you are trapped in.
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Game Info
setting: Sci-Fi render: Unreal Engine pysics: Unreal Engine
competition: AI sound: Wwise input: GamePad
The Team
Adam Feirick - Afeirick96@gmail.com
Jacob Wrightsman - jyggalagjones@gmail.com
Michael Mcdonald - sonicmayhem3787@gmail.com
Andrew McIntosh - thebackstabi@gmail.com
Jameson Parker - jamesonvparker@gmail.com / jvparker@fullsail.edu
The Legendary Blacksmith
The Legendary Blacksmith is a virtual reality game that brings fun to the crafting genre as players are enveloped in a hands on experience to make weapons, armor, and tools. Holding to the fantasy theme of the game, the player has many magical machines and helpful creatures at his fingertips to make crafting an easier and enjoyable learning experience. It is a battle against time to provide for your village as they fight against an army of undead forces.
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Game Info
setting: Fantasy render: Unity physics: Unity
competition: Time sound: Unity input: HTC Vive
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The Team
Josh Ronek - jronek@gmail.com
Miles Perkins - draconis99@bellsouth.net
David Scarlett - davidscarlett1026@gmail.com
Alan Clark - AlanWhovian03@gmail.com
Ben Ousley - benjaminousley@gmail.com
Jameson Parker - jamesonvparker@gmail.com / jvparker@fullsail.edu
Advanced Interactive Audio Project - Robot Platformer Game
This Robot Platform Game was void of any sounds whatsoever when it landed on my desk. I composed the music and designed every sound effect heard using Logic Pro X, Audacity, and Pro Tools 12. One of my favorite parts of this project was including my brother in the dialogue of the comic strip animation towards the beginning. There are four pieces of music including in this project. An Intro piece during the cutscene at the beginning, an action piece for the main gameplay, and two different ending pieces for whether or not the player beat a high score or not. In the below example, screen recording actually caused a few glitches in a smooth gameplay experience and the music you hear at the end is from me losing! Visit this post on my blog and leave a comment if you'd like to download the SFX library I created for this game.
Wwise Implementation using Horror Game "Limbo" (Excerpt from Full Blog Post: Here)
...... My team and I were ultimately happy with our end result. We did a lot of learning along the way when it came down to implementation. (What went wrong?) We kept getting snagged on one particular issue, which basically was a result of having a play action and a stop action for the same audio asset in one event. This mistake was done in the first place in attempt to keep identical ambience files from playing back on top of each other. This was also tied to an issue with two very similarly named events happening at almost the same time, both of them having the ambience assets assigned to them. Fixing that gave us time to analyze the prototype of our mix and tweak a few settings. This was an opportunity to focus on more of the creative detail surrounding the over-arching aesthetic of our mix balance. We spent some time re-working our background ambiences, paying close attention to the attenuation between one ambience and another. We lowered our background ambiences to where our footsteps were much more present. wWise’s convolution reverb was available but I didn’t have any readily available impulse responses so we used the wWise reverb. We created an audio bus dedicated to adding a little reverb to the boy’s movements to emphasize the space he’s in but also bring attention to how alone he is in the woods. This contrast in volume gave our team an opportunity to use a wide dynamic range to emphasize the sound of player deaths. I was specifically responsible for the falling and impaling death assets and I had fun making those sounds. I made sure to exaggerate the impact of the falling death and make the impaling death sounds gutsy with a side of sharp metallic! ......