||Mission Impossible: Operation Surma||Audio developed for the Xbox, PS2 & GameCube|
“As the Audio Director at our studio, JD easily does the work that most studios would require 3 people to do. I have worked directly with him for 6 years now and it never ceases to amaze me the amount of high quality work he gets done while working on multiple projects. Any company that JD is working for can rest assured that they have one of the most talented individuals in the field of audio.”
John Rogers, Audio Coder - Software Engineer III, Atari
Audio programmers, dialog editors and external contract composers for the Xbox, PS2 and GameCube teams
Creation of the music and sound design documents. Scheduling milestones for sound effects and music implementation. Sound design task plans
Creation of the sound effects design for Mission: Impossible: Operation Surma. Development of all sound effects on the Xbox, PS2 and GameCube. Final balancing, 2.0 and 5.1 mixing for the Xbox, PS2 and GameCube
Auditions, milestones and direction. Composition of additional ambient music
Directed voice talent in Toronto, Canada. Studio City and Santa Monica, California. - Ving Rhames - John Polson - Melinda Clark
Cinematic movies, cut scenes, animations and marketing
Creation and synchronization of all sound effects. Voice and music direction. Final stereo and surround mixes
Sound Forge, Pro Tools, Vegas Video, Acid
Located in the Dallas, TX area and forging audio needs world-wide.
Copyright © 2009 The Game Sound Smith. All Rights Reserved.
"First off I have to mention the intro music. The music was exactly what I hoped it would be matched to a very nicely done intro. During gameplay the sound was excellent. When moving about the level you will hear all the realistic ambient noises such as camera motors grinding, fireworks, water, footsteps and talking. It seems game developers are moving up in the world with their sound designs in games. Not much else to state on the sound of the game other then it was done very well."
"All of the voices from IMF agents and SURMA villains to the random pair of guards engaged in idle chatter all sound great. Sound effects are excellent and the designers have made nice use of the 3D Dolby Digital mix to create a spatially correct sound environment. Weapons and gadgets all have realistic sounds and there are subtle touches like radio static and that displaced effect when you are eavesdropping with your binoculars."
"The game's sound is great across the board. The sound design is also imaginative... music is quite atmospheric and provides a nice backdrop."