Hello, my name is Greg Candel. I work as a freelance sounddesigner and musician.
In my work, I focus on a wide range of disciplines within sounddesign. I have experience in Foley Recording, Voice Recording, ADR, Voice Over, sounddesign, Synthesis (FM, AM, Granular) and a wide range of audio editing programs.
Since I’ve fully dedicated myself to this art form, I’ve worked on many projects, including games, short films, art, animation, virtual reality and systems. Most win-win casino untamed giant panda slot! Manage to collect your winnings!
Other experiences, and notable skills, include experience in field recording, creation of music within media, and advanced knowledge of rhythm, which I use in designing the feel and tempo of media. Don’t miss your chance to play on the site classic slots. You will be satisfied!
My dedication to this art form resonates from my past drumming career and passion for audio. The past years I’ve performed in many recordings, tours and performances. I also followed a study in drumming and freelance as a teacher in drums. A full overview can be found Here.
In this paper, I introduced a way of training the ear by reduced listening. Readers can extend their knowledge of the main three traits of reduced listening, and find out how to utilize these in every day practice.
This is a tutorial for anyone who wishes to have a basic understanding of FMOD Studio and the integration between Unity. The aim is to explore basic aspects of the connection between FMOD Studio and Unity. The targeted audience for this tutorial are modern sound designers working in games who wish to explore the world of middleware.
My Sound Design reel from past months
Misplaced is a game made in 2 days as part of the Global Game Jam 2019. Misplaced is about Greg the Stuffed Dragon, exploring what home means to it. Find memories and navigate to strange places in order to get back home.
In two days I’ve made a lot of sound design assets, and integrated it with FMOD (middleware) for an advanced interactive experience. This includes footsteps, flying and an adaptive music system.
I ran an internship as sound designer at Game Audio Squad from October until February. As an intern, my focus was making sound design for a variety of games; an educational game app made in China by the name of Dr. Panda, a top-down action game named Trifox and recording samples that are used within a variety of projects.
My tasks were making high-quality sound design assets, integrating music with FMOD and recording high-quality samples, including a full chime library.
My Sound Design reel from first half of 2018
Spirinse is a Dungeon Crawling RPG made by CoolCast where you enter character’s thoughts to battle their negative emotions.
My tasks in this project included: game audio, audio integration (FMOD), mixing.
The seven year-old Lucas has a chronic dicease, which makes social contact difficult. In this documentary we follow him in his search for contact with his neighbour-friend Charlie. He hopes desperately that she wants to play with him and tries to get her attention.
My tasks in this project included: set audio, audio, sound design, mixing, mastering
Motus VR is a software package for HTC vive with excercises aimed on functional revalidation of patients with complaints of the upper body.
My tasks in this project included: designing the audio, recording SFX, game audio.
Always dreamed of playing at your maximum level in large gaming tournaments? E-Coach helps you transcend to the next level in gaming by relaying bio-feedback, resulting in a focused and confident performance to gain that trophy.
E-Coach is a system that gives Bio-Feedback based on several devices hooked up on a person that plays on a high competitive level. By using a Nuerosky Mindwave Mobile, MyoWare Muscle Sensor and a HeartLive sensor, Corey (your auditive coach) gives auditive feedback of your body. If the player is aware of it’s flaws and stress levels, he or she can improve in a high-pressure environment by changing his or her behaviour.
E-Coach also calculates a performance level. This performance level is an indication of how well the player is performing overall, based on bio-data. When observers have access to this number, they can speculate if one’s performance level drops below average. This brings game-analysis to a new, personal level.
My tasks in this project included: designing the system, recording and performing dialogue, programming, dialogue SFX and mixing audio.
For this project I did an audio rework of a chase scene from the movie Transporter 3.
This came with many great challenges, including strapping microphones on a car, recording a bicycle, and many other foley sounds in the studio.
My tasks as a Sound Designer included: synthesising SFX, foley, field recording, post-production, editing, dialogue, mixing and mastering
I used data from complex systems of visual models in NetLogo 5.3.1 to audio I’ve programmed in MAX/MSP 7.
The audio is generated by a granular synthesis patch I’ve made. I used OSC (Open Sound Control) to communicate between different programs.
By changing parameters within Netlogo, you can decide how the complex systems sound.
Systems that have been used are: Behaviour of ants following a leader towards a food source, growth of naturally occuring spirals of a flower, movement of cars on a highway.
This is a short students film I did an audio rework on. The concept of the design was for the film to hard cut between a drousy-realistic to a dreamy state of recalling memories.
I recorded sounds in studio (foley), outside and synthesised and designed the SFX and traffic light.
My tasks as a Sound Designer included: synthesising SFX, recording and mixing dialogue, breathing performance, foley, field recording.
In this project I programmed two spheres to orbit around each other, with smaller spheres orbiting around them.
You can drag the balls by hand, but I also implemented a color tracking tool with a webcam. By selecting a color, you can also control the balls with your video. This way you can switch between virtuality and augmented reality.
I made this in MAX/MSP 7. The sounds are generated by a patch I’ve made based on the locations and movement of the orbiting objects.
This is a vocoder voice FX I built in MAX/MSP 7 in gen~. I applied different audio processing techniques to my voice, including granular synthesis, delay, pitch shifting and playing audio chunks backwards.
The result is a robot voice that gets stretched in and out, played backwards with poppy sounds.
After a fatal car crash, Steven has been in a coma for two years. Recovered from all injuries but blindness, he sets out to start a new life. Can he cope seeing old relatives and the hard choices he’ll have to make? It won’t be easy. Ever since his girlfriend gave up on him and he lost his old job, the old ways of life have all but disappeared. Due to a side effect of the coma, he now has his hemispheres talking to him, pushing him to make important choices in his life.
A Day In The Life Of Mr. Seewell is a choose-your-own-adventure audio game. By making choices, you follow a unique story line every time you play, resulting in different outcomes.
My tasks as a Sound Designer included: synthesising SFX, mixing dialogue, post-production, foley, field recording, designing and mixing sounds.
For enquiries, please send an email to email@example.com.
Would you like to download my CV? Click here.
You can also follow me on Instagram: @GregMeistro.
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