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Kyan Rowse
Technical Sound Designer

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Bio

I create story-driven sound for interactive experiences. My background is originally in film, I studied at MAPS Film school in Adelaide for 2 years. After graduation, I worked on various indie films and documentaries as a camera assistant. I also worked as a videographer creating music videos for bands. In 2021 I graduated from SAE Melbourne with a Bachelor of Audio Production majoring in game audio.
 

Currently, I'm working as a freelance sound designer/technical sound designer

and audio visual technician. 

 

In terms of my technical sound design knowledge, I am proficient in the use of FMOD & Wwise and native audio systems such as UE4 and Unity. In terms of coding, I am proficient in C#, Unreal Engine Blueprints, and Unity bolt visual scripting. I am also competent in the use of source control such as Git & Perforce.
 

In my spare time, I like to play board games with my friends and online team-focused games. 

 

Projects

Burning Lands

Roles:

Technical Sound Designer

Sound Designer

This project is currently in development.

For Burning Lands, I am designing and implementing gun sounds, vehicle sounds, foley and ambience. I also completed the sound design and mix for the trailer seen to the right.

Website Link: https://zerohourinteractive.com

Calming Colour (VR)

Roles:

Lead Sound Designer

Technical Sound Designer

For this project, I Implemented audio using Unity's native audio system. I created music and sound effects. The project was created by Karl Eyre for his Liminal VR internship. The Project was selected by Liminal to be published on the Liminal Platform.

Click here for the itch.io page.

The Causeway (VR)

Roles:

Technical Sound Designer

For this project, my role was mainly audio implementation. Normally I use FMOD, but for this project, it was easier to use the Unity Audio Engine. This project was a SAE Intern project for the company liminal VR. I was in charge of the audio team and conversed with the sound designer and composer to bring across the creative vision of the game

 

Click here for the itch.io page.

Gravity Zero (PC)

Roles:

Technical Sound Designer

Sound Designer

For this project, I created sound effects and Implemented these sounds into the game.

And I worked with a composer and implemented his music into the game. I also directed and recorded voice actors. For software, I used FMOD and Unity.

Click here for the itch.io page.

The Transition (PC)

Roles:

Technical Sound Designer

Sound Designer

This is a project that was created for the adventurous game jam held by Senscape. I worked with an international team and we made an adventure game within a month.

I used UE4s audio system.

Click here for the itch.io page.

Anura (PC)

Roles:

Technical Sound Designer

Sound Designer

For this game, I created sound effects and implemented those sound effects. I also created an audio occlusion system and dynamic ambience system. 

I used FMOD and Unity.

Click here for the itch.io page.

Project Unicorn (PC)

Roles:

Technical Sound Designer

Lead Sound Designer

For this game, I created sound effects and implemented those sound effects.

I used FMOD and Unity.

Click here for the itch.io page.

Spectrum (PC)

Roles:

Implementation

Lead Sound Designer

For this game, I created sound effects and implemented those sound effects. I also directed and implemented music from a composer. The music system was a dynamic system that changed according to tasks completed in the game.

For software, I used Wwise and Unity.

Click here for the itch.io page.

Vison (PC)

Roles:

Technical Sound Design

Lead Sound Designer

For this game, I created sound effects and implemented those sound effects. I used FMOD and Unity.

Click here for the itch.io page.