Sound Design Reel – Updated 1-26-2012
I have another version of my reel with my most recent work, but only have permission to send it privately for job applications. Please email me at michael.marchisotto@gmail.com for a link/password if I did not already send it to you or if you have lost the link.
My demo reel contains footage from three different video clips where I replaced all of the audio with my own sound design and created the final mix. Almost all of this work was completed in Pro Tools, with occasional sound effects created in Reaper and Logic. I recorded foley and source to create the monster “hand foley”, fairy wings, and ambient voices in the “Pan’s Labyrinth” clip.
The video can be downloaded at the following link (right-click and “save as” to download): LINK
Serenity – Action Cue (Music only)
A clip from an action cue I composed for a demo using a scene from Universal Picture’s “Serenity”. The cue was recorded at a live recording session while I was a graduate student at NYU. I edited and mixed the cue using ProTools, then used Logic to add reverb and some final EQing. The SFX and dialogue were given to us pre-mixed on a stereo track, but I mixed the full SFX track with the music track in Pro Tools.
This video is for demonstration purposes only.
Project Jumpstart
This is a top-down, sci-fi themed shooter we made with our Nocturnal Minds game development workshop. I created all of the music and sound effects. Here is a brief 1-minute video of gameplay footage.
Droplet
A simple game made by Nocturnal Minds where the goal is to collect as many droplets as possible to increase the mass of your water bubble. The player uses the wind to direct where the bubble can move. I created and implemented all audio assets and also used ActionScript3 to create interactive audio. For example, I used the “mass” variable to determine which set of 5 “droplet absorb” sounds to use, from which one sound is randomly chosen. A larger mass means the pitches of the “absorb” sounds decrease. Also, the sound of the final “splash” is larger or smaller depending on your mass, and there are numerous sounds for when the player collides with a branch or leaf.
