Sound Designer and Composer with experience in Unreal, Wwise, Unity and FMOD.
LinkedIn: William Scoones Audio
Showcasing my previous work across sound, music, and implementation for games.
Showcased work includes:
Magic VFX Sound re-design
Resident Evil 4 (2023), Guns, monster re-design
MaestroMon (RPGMaker Game Jam 2025)
Eve Online, Cinematic re-design
Call of Duty: Modern Warfare 2 (2022), Cinematic + Gameplay re-design
Unreal Engine implementation using blueprints and MetaSounds, for ambient sounds - scroll down for more detail on this!
All sound design in Reaper, with elements made using VCV rack, foley and field recordings, and music made via Furnace, a music tracker that emulates 16-bit console sound chips. Techniques range from foley to plugins and spectral editing.
In this video I go in-depth on the approach I've used to implement audio into a level in the Unreal Engine, using metasounds, ambient zones and conditional dialogue for this dystopian futuristic level.
A lot of emphasis is placed on the ambient sound design, which uses metasounds to create an effective soundscape through randomized sample playback and pitch.
This music system, created in Wwise, makes use of randomized sub-tracks and layering using RTPCs in conjunction with Game States, to smoothly transition between exploration and combat music, as well as between different forms of exploration in the overworld and dynamically alter the mix of combat according to the number of enemies present.
The result is a system that responds effectively to in-game events while maintaining a musically appropriate feel throughout.
This video showcases 'Sound Spheres', a sound toy which feeds physics data from MaxMSP's Jit and Jit.phys function libraries to control the loudness, mixing, and EQ of collision sounds. Each collision sound is made up of five layers, and the loudness of each layer is connected to the strength of the collision between physics objects, similar to RTPCs in middleware solutions.
An entertaining University project which taught me a lot about the value non-audio centric systems can bring to sound design!
Cinematic re-designs of clips from:
Batman: Arkham Knight
Overwatch 2
Star Wars Outlaws
Elder Scrolls Online
World of Warcraft: Battle for Azeroth
Techniques used include synthesising sounds using VCV rack, heavily processing sampled elements, foley elements recorded in a professional foley studio with shotgun mics using Avid ProTools, and field recordings.
In this video I demonstrate my process of editing, mixing and mastering dialogue, ready for implementation for an Elder Scrolls fan project.
Spectral editing is used within Reaper, as well as compression and EQ, to produce a single track of best performed lines from 3 takes, with consistent levels able to compete with other in-game sounds.
This student documentary journeys across Turkey’s West Coast. From Izmir’s trade history to the importance of religion at Ephesus, Asia Minor is a colourful interpretation of how the modern-day Mediterranean has grown from its ancient roots, through the perspective of students.
Original score written by myself using Logic Pro, working closely with the director to fulfill the brief of composing authentic and believable West Coast music for this documentary.