Alexander Carter
Sound Designer
I created reload assets for a variety of guns on the free-to-play game Delta Force.
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I worked very closely with the Midnight Society team from 2023-2024, creating assets and implementing them through Unreal Engine 5's Metasounds environment. I collaborated with the audio director and artists to create a vast variety of auditory experiences. I also worked independently to create a multitude of blueprints, such as a directional particle audio system and explosion debris system.
One of my major undertakings while I was at Midnight Society was creating the metasound source template for all gunfires, and migrating all previously used soundcues to my new setup. This template introduced a custom crossfading system for assets at different distances, and allowed me to make further optimizations at the blueprint level.
Check out DEADROP here!
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I have designed dozens of sounds for Aftertouch Audio's Master Gun Library. These gunfire designs (Labelled 'Modern' in the folders) are meant to land somewhere between the style found in Modern Warfare 2019 and Modern Warfare II (2022)
My designs mimic game engine gunfire playback through an audio-midi system prototyped in Max, and later recreated with custom JSFX in Reaper. This system randomly selects oneshots (shot, mech and tail) to be assembled each time the gun is fired from the recordings, complete with on the fly calculations for volume, pitch, and timing adjustments, and even a concurrency system - It's maximally faithful to what a player hears ingame.
A video detailing this process will be published soon.
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I worked closely under Travis Naas developing audio experiences for various projects.
Here's the Naas Industries website.
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I have reverse engineered FL Studio's Multiband Delay, and implemented it in Max/MSP utilizing the Gen~ environment. This includes a variety of added features, like variable crossfade delays, spectral amplitude bandsplits, per-band diffusion networks, and more.
I sank a ton of time into this throughout 2024, and myself and a fellow developer will release it this year.
Created presets for Arturia's 'Bass Explorations' bank, released alongside Pigments 6, as well as an upcoming bank for Pigments 7.
I also worked with kilohearts to work on new Filter table factory wavetables and snap heap presets.
I made music for a few years under the alias AOWAVES, you can find some of that music archived here.
This website uses spatial audio, to best experience this please use headphones