James Mello
Sound Designer / Audio Implementation
( 6 1 7 ) 2 3 3 - 3 1 4 0 – j a m e s r m e l l o @g m a i l . c o m T E C H S K I L L S : Wwise, FMOD, SoundForge, Izotope RX, Ableton, Reaper, Pro Tools, MAX, Reaktor, Unreal Engine 4, Unity Please view my demo links on page 2. Full Portfolio: www.jamesrmello.com. EXPERIENCE IMPACT GAMEWORKS, SOUND DESIGNER (SEATTLE, WA) March 2020 - Present
(Freelance contract currently in progress, remote)
•Creating sound design in the style of the finest 16 bit / 90s RPGs for the game Puzzle Explorers.
•Combining foley with VST synthesizers, Roland SC-88, Roland SH-101, FM Synthesis.
•Collaborated with CEO and lead designer/music composer to create highly stylized 90's JRPG-meets-foley and FM Synthesis aesthetic.
•Tech Skills Applied: Sound Forge, Ableton LIVE, Izotope RX 6, Unity BEACH DAY STUDIOS, SOUND DESIGNER (SEATTLE, WA) August - November 2019
(Completed Contract)
•Created sound design and music for each in-game character of VR
"vCoder" Oculus application, mobile game, and 2018 Oculus Launch Pad Winner."
•Collaborated with CEO and on staff music composer to ensure a multitude high quality audio assets and music stingers to perfectly fit the theme of each character.
•Tech Skills Applied: Sound Forge, Ableton LIVE, Izotope RX 6 GLOBAL GAME JAM 2020, MECH MEDIC, SOUND DESIGNER (SEATTLE, WA) February 2020
•Created all ethereal and post- apocalyptic sound design and accountable for overall audio mix.
•Integrated and implemented all audio with FMOD and Unreal Engine 4.
•Tech Skills Applied: FMOD, UE4, Sound Forge, Ableton LIVE, Izotope RX 6, Git APPOMATTOX, PERCUSSION (NEW YORK, NY/BOSTON, MA) August 200 1 - September 2014
•Co-composed, toured, and recorded 1 full-length record and 3 EP releases with producer/engineers Justin Pizzoferrato and Aaron Nevezie(The Pixies, Sonic Youth, Dinosaur jr.).
•Performed “Test Rehearsal” on The Tonight Show with Jimmy Fallon.
•Tech Skills Applied: Cubase VST, Sound Forge
SOFT SKILLS and ADDITIONAL EXPERIENCE:
TAYLOR SHELLFISH, SERVER/BARTENDER (SEATTLE, WA) August 2016 – July 2020
•Ensuring guest and client satisfaction is the top priority.
•Following directions immediately from managers and team leads.
•Readily prepared to shift priorities quickly and calmly in a high stress work environment.
•Always maintaining a positive team player spirit with honest and transparent communication. E D U C ATION BACHELOR OF SCIENCE: Northeastern University - (BOSTON, MA) 1996 - 2001 B.S. in Music Technology. Graduated Magna Cum Laude. National Honor Society Wwise: School of Video Game Audio 2018 - Present
Constructed Wwise demo reel for sound design, music, and audio implementation. Puzzle Explorers: A Tangledeep Story – JRPG puzzle game with “active time battles.” View Demo: https://youtu.be/EFtoyeHknKk
•Creating various sound design assets per request of Lead Programmer/Studio founder and Lead Designer.
•Sound assets include but are not limited to: spells, special abilities, menu UI, puzzle pieces, whooshes impacts, reward & victory stingers.
• Ensuring all sound design EQ, sample rate, bit resolution, and loudness standards are followed.
• Ensuring all sound design is EQ’d and mixed well within the context of the game aesthetic of anime style / 90s JRPG.
• Responding quickly and in a positive manner to team lead requests for adjustments and revisions. Wwise Sound Design Demo Reel
View Demo: https://youtu.be/3FqKQZ6liTI
• Created, recorded and implemented all audio, sound design, and adaptive music in Wwise.
• Created gun shots and weapon mechanics through foley by: throwing hard cover text books, banging wrenches on kettle bells, performing seatbelt buckles and house keys for mechanics.
• Created earth shaking explosions for weapons by recording sanitation trucks on service roads.
• Created gruesome monster roars by layering dishwasher drain recordings with animal calls.
• Ensured random modulating of pitch and volume on various audio assets via the Wwise randomizer.
• Implemented custom triggers by editing .cfg files
• Ensured all point-source-sound emitters/stingers/triggers played in tempo/time with the music.
• Implemented volume attenuation on projectiles and emitters through RTPCs.
• Implemented an adaptive score responding to player health status with game parameter in game syncs tab. Ensured smooth transitions and seamless crossfading upon music health status changes.
• Composed various music themes based on player level progression.
• Positively inspired voice over talent resulting in best possible VO performance.
• Responsible for overall audio mix and master.
MECH MEDIC: FMOD/UE4 Game Jam Project
View Demo: https://youtu.be/plTFYRTFKd0
• Created and recorded all sound design for dark post-apocalyptic landscape.
• Implemented and integrated all sound design, audio, and music with FMOD and UE4.
• Performed voice over for android/robot voice and processed it with Izotope Vocal Synth 2.
• Created original footsteps through foley.
• Implemented android servo motor and clothing movement sound design, “Gak”, through courier bag foley and sound library servo motor recordings.
• Created distant metal creaks, debris, and explosions through foley/recording of construction and sanitation trucks. Recorded explosions from city of Seattle 4th of July fireworks.
• Ensured non-repetitive pattern of distant explosion and metal impacts/scrapes/creaks in the ambience through randomized scattered instruments/embedded multi instruments in FMOD. Distance/low pass filter parameters also provided randomized spatial/distance attenuation.
• Created “gold gear” pick-up emitters through baoding ball foley. Created “gold gear” trigger/pick-up sounds with pre-recorded sledgehammer impact, foley pots/pans, and square wave synth whoosh.
• Responsible for overall audio mix and master of the game. Foley demo w/ dry ice & cymbals: https://youtu.be/CkoE6_mkObY Foley demo w/ bowed cymbals: https://youtu.be/hMhWW5_5OOQ