Lewis Barn
Sound Designer
Portfolio
God of War ragnarok (2022)
Santa Monica Studio (PlayStation Studios)
Cinematic Finishers
For this project I was part of the cinematic finishers team, working under Beau Jimenez and Mike Kent to design sounds for the finishers that the player triggers in combat. I helped design the grunt finishers for the Blades of Chaos and the Draupnir Spear.
Horizon: Forbidden West (2021 - 2022)
Guerrilla Games (PlayStation Studios)
Living World Sound Design and Implementation
Cinematic Haptics
I joined this project as part of the living world team, working under direction from Bastian Seelbach at Guerilla Games. Our responsibilites were to help realise the various tribes that are found throughout the game, providing sound design for their various activites to help bring the world of Horizon to life. I was specifically working on the Tenakth tribe.Our team was also responsible for designing the haptics and implementing the foley for the in-game cinematics.
Returnal (2020-2022)
Housemarque (PlayStation Studios)
Cinematic Sound Design
Various In-Game Assets
My first project with PlayStation Studios was Returnal, a third-person Roguelike shooter developed as a PlayStation 5 launch title.I was responsible for the Sound Design of the pre-rendered cinematics that trigger upon the player's death, as well as various other cinematics and in-game assets following direction from Loic Couthier.I was named on the NAVGTR award for "Outstanding Sound Editing in a Game Cinema" of which the death clips were a significant contribution.I feel incredibly lucky to have worked on this project with such an amazing team. Everyone was super supportive throughout, especially Loic Couthier who provided amazing feedback and guidance all the way, always encouraging me to push and improve the designs to the best they could be.The game also recieved numerous other audio awards, including the BAFTA for Audio Achievement.
This Dead winter (2020)
Kiln Studios
Sound Design
FMOD + UE4 Implementation
A dark fantasy adventure game set in ancient woodland, gripped by an enduring winter. You play as a fox searching for their lost cub.I was working as part of a team with Barney Oram to create and implement all sounds in the game.Check out the kickstarter campaign here
Death's Gambit (2019)
White Rabbit
Adult Swim Games
Sound Design
Death's Gambit is a challenging 2D action platformer with deep RPG elements. As an agent of Death bound to his service, unravel the mystery of Siradon and discover the true price of immortality.I was one of the sound designers responsible for creating assets for new characters in the game's upcoming expansion.Available on PC (including Xbox Games Pass) and PS4
Lewis Barn
Sound Designer
Recording
Turning a French bulldog into a monster
Everyone meet Ralph. He may be a cute pup but he’s got big aspirations as a voice actor.I recorded my friend's french bulldog, and processed him to sound like a monster.Aside of a little bit of EQ and compression, the creature voice was made only through stretching the recordings of Ralph.
Recording explosives at an abandoned quarry
Recently I spent the day recording explosions at an old quarry with some experienced field recordists.
Creating an explosion sound with only an iPhone Mic
Marshall McGee: #GoRecord Challenge
Recreating the God of War axe recall sound
Marshall McGee: #GoRecord Challenge
BlipSounds Monthly Competition: August 2019
Create a sound for Star Wars: The Old Republic with only one sound source.
Lewis Barn
Sound Designer
Projects
Valerian (2017) - Sound Re-design
Student Implementation Demo
Demonstrating the implementation of vehicle, weapon and ambience sounds in a Unity level with FMOD integration.
Gesture controlled vocoder
Created a sample vocoder synth in Max that can be controlled with gestures through a Leapmotion controller.
Creatively Limited Sound Design
Designed sounds only using FFT techniques, such as convolution. Eg mixing a bear growling with a bullet fly-by’s impulse response.
Lewis Barn
Sound Designer
Game Jams
Not From Round 'Ere!
Yorkshire Game Jam
Sound Designer
FMOD Implementation
A deduction game focused around Yorkshire culture and colloquialisms.
Created a procedural accent generator, allowing the player to discern accents without the need for dialogue.
Recorded a 'pub' ambience and several one-shots.
Learnt how to correctly scope a project to a 48-hour time constraint.
Learnt how to effectively communicate my needs and processing to a team of diverse skills and diciplines.
Spinning Skull
Oliver William Walker
Sound Design
A Stylish One-Button Arcade Shooter.
There can only be one
Game Maker's Toolkit Jam
Sound Design
Worked with Oliver William Walker to help create an arcade survival game.Be last survivor in a never ending onslaught!
Lewis Barn
Sound Designer
Articles
Marvel's Spider-Man - Dynamic Music System
I spoke to Sony’s Music Editor, Rob Goodson, and wrote a piece about the awesome dynamic music system used in Insomiac’s Spider-Man!
Lewis Barn
Sound Designer
About
Hello! I'm Lewis Barn, an enthusiastic Sound Designer from Leeds, UK, with a focus on game audio.I'm currently working at PlayStation Studios as a Sound Designer.I began my journey into sound design, while studying for my BA in Music Production, after taking a game audio module. I loved how it blended creativity with technical skills. Having grown up with video games, I understood the importance of audio: as well as sounding great it should also support the gameplay to create a richer experience for players.After immersing myself in the local games scene by participating in game jams and regularly attending game industry networking events, I decided to follow the passion of game audio and study a Master's at Leeds Beckett.With a week of overlap, I finished my master's and started at PlayStation Studios as a Junior Sound Designer, where I have gone on to work on titles such as Returnal, Horizon Forbidden West and God of War Ragnarok.
Get in touch!