Additional Works

EPCOT Play Pavilion (TBD) - Audio Media Design Intern
DuckTales World Showcase Adventure (2022) - Audio Media Design Intern
NBA Experience (2019) - Audio Media Design Intern
Codename: Indigo (2019) - Audio Lead | Technical Sound Designer
Apocalypse Meow (2018) - Audio Lead | Technical Sound Designer
Ford Motor Company, Collaboration with UX Team (2018) - Audio Lead
Silly Street iOS (2018) - Sound Designer
Will of the Sea (2017) - Sound Designer

Star Wars Jedi: Survivor
(Respawn)

Sound Designer

Designed and implemented sound effects for an array of AI, gameplay
moments, interacts, and level ambiences. Developed technical audio systems and tools.

God of War: Ragnarök
(Sony Santa Monica)

Associate Technical
Sound Designer

Implemented sound effects and developed audio systems for levels, AI, and interacts on
Sony Santa Monica's God of War: Ragnarök.

Animalese Speech System

Sound Design | UE4 |
Wwise Implementation

Created a speech synthesis system based on the Animal Crossing series using Wwise and Unreal Engine 4.

Character Model: Stephan Guadalupe


Phonetic Events

To mirror the sound of the game, I recorded multiple variations of spoken phonemes, a few takes for each letter. These variations are then placed into random containers, where they are rapidly triggered by a character-specific events. By gently randomizing the delay time, the volume, and the pitch of each event, the impression of speech is created.

Punctuation

Depending on the punctuation mark at the end of a sentence, the events will be processed in different ways. Periods play the cues back in their default state, while exclamation points are given additional volume and a wider degree of pitch variation. Commas and spaces have longer delay times in order to create naturalistic pauses in the speech pattern.

Up-Speech

In order to capture the vocal phenomenon of up-speech, I needed to understand the length of the entire sentence. Once I had this variable, I was able to use an RTPC to track the percentage of the sentence that had already been spoken. This allows me to sculpt the tone and timbre of the performance from start to finish based on the punctuation mark used.

Phantom Brigade
(Brace Yourself Games)

Sound Re-Design

A sound re-design of a teaser trailer for Brace Yourself Games’ Phantom Brigade.

Guilty Gear
(ArcSys)

Sound Re-Design

A sound re-design of the gameplay trailer for Arc System Works’ Guilty Gear Strive.

Harbinger of Spring

Sound Design | Implementation

Developed interactive audio systems within Wwise for a student multiplayer arena shooter. Designed sound effects for guns, player locomotion, and ambiences. Recorded and processed voice-over
and dialogue.


Implementation Breakdowns

Video


Video

Hi There!

I’m Ashton, a sound designer for video games and other forms of interactive media. Originally from Denver, Colorado, I’m based out of Los Angeles, California. Regardless of whether I’m creating assets or implementing them, I’m always seeking new chances to explore the intersection of design and integration.Currently, I work as a Senior Sound Designer at Respawn Entertainment, helping to design and implement sound effects for games within the Star Wars universe. Prior to this, I worked with Santa Monica Studio as a Technical Sound Designer, implementing sound effects on God of War: Ragnarök.When I’m not finding ways to enhance experiences through sound, you’ll find me failing to rank up in Street Fighter or meticulously planning my next tabletop role-playing game session.If you’d like to get in touch, feel free to shoot me an email at [email protected].