My name is Jack Menhorn and I am a sound designer and composer for video games. Below are some example of projects I have worked on. In addition there are some example of WWise audio engine implementation. Please also take a look at my respective Sound Design and Music pages for even more examples of my work.
-Created all in-game sound effects. Implemented sfx using Unity3D with custom animation and scripting plugins. Additional music. The focus of the SFX was to get a good quality Sci-Fi, robot, machine aesthetic with the sound while staying within memory budgets, which did not afford much in the way of variation or dynamics, given the limitations of the device.
The Haunted: Hells-Reach:
-Created additional monster voices/sounds, character foley, ambiences. Responsible for placing sounds in levels using Unreal Editor. Also set up SoundCues for all of the previously mentioned work. Created all in-game music. My primary role in SFX was to fill in gaps in sound design late in the development cycle. I created monster sounds for 90% of the enemies including the boss, as most of the ambience sounds. I cannot take credit for the player voices however.
Quality Assurance Tester, Villain/Elephant Mouse
-Offsite directed testing and exploratory undirected testing of Villain's titles.
Greensboro College, Greensboro, NC — B.A. Music Composition, 2010
Star Trek Rivals:
-Sound Design/Sound Editor as well as Lead QA on the iOS app for developer Elephant Mouse.
-Created all music and SFX. Implemented using custom interface created by programmer Eddie Lee. Attempted to seamlessly blend SFX with the music to create a scene that was a bit of it's own instrument while not detracting from the gameplay experience itself.
-Created character, power-up and UI sound effects. Edited tutorial dialogue. Also set up SoundCues for all of the previously mentioned work. My focus was on creating clean, subtle character foley and power-up SFX and blending them well with existing assets and music.
Wwise SFX Demo Reel:
-Video demonstrating using fundamentals of Wwise including: Game Syncs, Switch Containers, RTPCs, Events and Jawas.
Audio Lead, Gale Force Logic Inc.
June 2010-April 2012
-I co-founded Gale Force Logic and have was responsible for the creation and implementation of all audio assets as well as contributing gameplay design. Our projects used Cocos2D, Unity3D and Unreal Engine. Along with these responsibilities I have also used my level design and kismet knowledge to prototype projects for the company.