audiostars

audio and music systems for interactive media

  Jon
  Vincent


Director and designer of audio and music systems for interactive media.

25 year industry veteran, has shipped 15 AAA titles, 5 of which reached number 1 in the UK charts and 9 of which were top 5.

Initially started as a musician and sound designer, but over the years has added management, coding and audio system design.

Currently leads a team of ninja audio folk at Rare, continuing to make Sea of Thieves as an ongoing service, as well as supporting various ongoing things in the studio
 
Audio Direction
Sound Design
System Design
Coding ( c++ )

Directed and managed the audio team, whilst designing, writing and implementing many audio code systems into the game.

Highlights include the shanty system, which is a networked ensemble system for playing music synced over the network with your friends.

The ocean system designed for detailing the transition of coasts to open water and underwater.

Open-world player music, paced to deliver music and tone in a random, event driven way removing repetition where possible.

Ambience definition system to define spaces and the transition between them, like the lower levels of the ships and the taverns and shops.

Designed the sound and produced the final mix for these trailers.

Also found time to design some of the in-game sounds - cannons, sniper rifle, bow splashes to name a few.
Audio Management
Sound Design

Managed a small audio team from Rare to embed into the Halo Studios team, to help deliver 4 levels of ambience and markup

Personally marked up three levels and added sound design to bring them to life, using the Halo studios occlusion and obstruction tech to make sure sound propagated through the level correctly

Managed to take the time to make some some sound effects for some of the levels in-keeping with the original aesthetic
Audio Management
Sound Design

Managed a small audio team from Rare to help with some of the sound design elements

Looked at the mix and loudness across the initial part of the game and advised the Coalition audio team on some mix suggestions

Provided sound design for some of the ingame moments as you progress the levels

Worked with the mighty audio folks at the coalition and also with the talented audio team at Lionshead to add ambiences to some of the levels to support the moments
Audio Direction
Sound Design
System Design
Coding ( c# )

Fortunate to get the opportunity to work on this fantastic project, as soon as I saw the charm of the visuals and the humour in the writing, I knew this was shaping up into something special.

Designed and implemented c# systems and created sound effects in the style of the modern Saturday morning cartoon.

Developed the 4 main game types sound effects systems and sonics, and added bespoke implemetation for the minigames.
Audio Direction
Sound Design
System Design
Coding ( c++ )

Directed and managed the audio team as second project team whilst the Sea of Thieves prototype was in development.

Quick turnaround was required to deliver the game in time for Rare's 30th anniversary celebrations.

Commissioned and delivered almost 60 minutes of new music for the 'stage tunes' as re-imaginings of the original titles tunes.

Programmed in the sound hooks for the wrapper, and really enjoyed sound designing and mixing this.
Audio Direction
Sound Design
System Design

Directed and managed the audio team whilst Rare supported the development and launch of the xbox one.

As a launch title, it was developed on quickly iterating new Xbox one platform, with a new bespoke game engine written specifically for the new Xbox hardware.

Licensed 20 tunes for the front end area of the game, plus managed the delivery of a bunch of outsourced in-game tunes written in the style developed inhouse
Audio Direction
Sound Design
System Design

Directed and managed the team of sound designers, programmers and producers.

Selected and licensed over 80 tunes for the title, as well as briefing and working with UNKLE to produce this.

Managed to design the vehicle collision system, whilst simultaneously asking some crazy sound recordists to drop some car wrecks from a crane to get the perfect vehicle 'cronch'

Audio Direction ( Inherited )
Sound Design

Directed and managed the team of sound designers.

Inherited the game and the team with just 11 months left on the project, problem solved and optimized this project to run on multiple platforms at frame rate.

Designed all the weapon sounds, designed the vehicle damage audio system including the fantastic fan-belt squeal, and designed new vehicle offload systems for the motorbike, with random juicy offload pops
Audio Direction
Music
Sound Design
System Design
Speech Direction

Began my video game audio career in Pivotal games, producing the 'Conflict' series and the Great Escape film license.

Duties included, writing and implementing interactive score, producing all sound effects, and directing the VO.

Did these titles in 7 years ...

Conflict: Desert Storm - UK Number 1
The Great Escape - UK Number 2
Conflict: Desert Storm 2 - UK Number 1
Conflict: Vietnam - UK Number 1
Conflict: Global Terror - UK Number 4
Conflict: Denied Ops - UK Number 9
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