Tom Fred Bradshaw

Sound Designer

Re-designs

Lord of the Rings – Cinematic Redesign 1:13

AAA Cinematic Redesign – Creature Design (Balrog), Transitions, Foley and Combat & Magic SFX. Designed in Reaper.

Destiny 2 – Gameplay Redesign 1:30

Gameplay Redesign – Character movement & pickups, “Sparrow” jet bike movement & boost, culminating in an enemy encounter & gunfight. Used combination of own recordings and library sounds, designed in Reaper.

Horizon Forbidden West – Cinematic Redesign 0:12

AAA Cinematic Redesign – Creature Design (Tremortusk), Explosions & Impacts.  Edited & Designed in Reaper.

Game Credits

iGame.Audio // Current Work

Work Examples

Grapple Dogs: Cosmic Canines – Launch Trailer 1:03

Sound Design, Mix and Master for Launch Trailer for title “Grapple Dogs: Cosmic Canines” (Medallion Games & Super Rare Originals) for iGame.Audio.

Grapple Dogs: Cosmic Canines – gamescom Trailer 1:02

Sound Design, Mix and Master for gamescom Announcement Trailer for title “Grapple Dogs: Cosmic Canines” (Medallion Games & Super Rare Originals) for iGame.Audio. Trailer released on IGN.

Loddlenaut – Gameplay Trailer 1:00

Sound Design, Mix & Master for Gameplay Trailer upcoming title “Loddlenaut” for iGame.Audio. Showcased on Wholesome Games – Game Awards Edition.

Soccer Story – Xbox Launch Trailer 1:17

Sound Design, Mix and Master for Xbox Game Pass Launch Trailer for title “Soccer Story” (Panic Barn & No More Robots) for iGame.Audio. Trailer released on Official Xbox YouTube Channel.

Wwise // FMOD Implementation

Wwise Implementation: Showreel  1:50

SoVGA showreel for Wwise implementation & Sound Design with Unity’s 3D Game Kit. Includes sound design – 500 assets created in 40 days. Includes cone attenuation, parameter control, 3D positioning, emitter automation, RTPCs, real-time effects, various container, switch groups & more. All designs made in Reaper

Wwise Implementation: Walkthrough 10:07

Long form in-depth video with Voice Over, explaining use of Wwise’s creative toolset in Unity’s 3D Game Kit. Showcases creative decisions, functional choices and understanding of Wwise’s tools. Includes deep dive into  random, switch, blend and sequence containers, XYZ & other RTPCs, layered sound design, events, playback limits, virtual voices, voice culling, mixing, auto ducking, user defined aux sends & more. All designs made in Reaper.

 

FMOD Implementation: Showreel 2:25

SoVGA showreel for FMOD implementation & Sound design with Unity’s 3D Game Kit. Includes parameter control, doppler effect, command breathing system, ambience wind machine & more. All designs made in Reaper.

About me

Hello there, thanks for swinging by!

I’m Tom, a passionate Sound Designer based in London, UK, with a focus on Game Audio.

I currently work as a Sound Designer for audio outsourcing company iGame.Audio, led by the wonderful Damion Sheppard. My current credits include “Loddlenaut” (2023: Moon Lagoon), “Soccer Story” (2022: Panic Barn & No More Robots), “The Pirate Queen: A Forgotten Legend” (2024: Singer Studios) “Grapple Dogs: Cosmic Canines (2024: Medallion Games & Super Rare) & more. 

My role covers all areas of audio including; designing audio assets, implementation, source recording, foley, mixing, dialogue editing, linear design (cutscenes & trailers), mixing & mastering. 

I began my journey into Sound Design after my job as an International touring session drummer was interrupted (just a tad) by the COVID-19 pandemic.

After connecting with some lovely people in the Sound Design community, I discovered the world of Game Audio. I love how it blends the world of technical implementation and artistic creativity, whilst also working closely with others to realise a creative vision. 

I have been playing video games my whole life, and know the importance that audio plays in immersing the player in a whole new world or environment. I strive to deliver audio that will enhance the gameplay experience, supporting the visual narrative and other aspects of the game.

Archive // Other Projects

Unreal Engine Portal VFX Design 1:00

Breakdown of Design of Unreal Engine 5 inspired portal: All sounds used are captured myself, showing source capture, edited, designed & mixed in Reaper

A Sound Effect – Spectravelers – Quantum Contest 0:14

Sound re-design for A Sound Effect – Spectravelers Quantum Contest. Contest restrictions were to only use the 10 provided EMF audio files as source.

Plant Growth – Sound Design – SoVGA 1:01

Breakdown of design, recording raw source & sound design to simulate plant growth as part of my learning through the School of Video Game Audio

Star Wars Battlefront II – Seismic Charge 0:11

Re-design of the iconic Seismic Charge explosion in Star Wars. Using a combination of my own raw source such as bedroom door slams & library sounds.

God of War – Leviathan Axe Recall 0:31

Sound re-design of Leviathan Axe recall from God of War (2018). Using a combination of my own raw source such as wooden rake hits & library sounds.

Learning

Global Game Jam 2022

Global Game Jam: GGJ 2022 - "Unwind" - Audio Designer - Designs made in Reaper and implemented in Unity.

Play on itch.io

Skills

Reaper

Skill Level: Expert

Ableton Live

Skill Level: Expert

Wwise

Skill Level: Competent

FMOD

Skill Level: Competent

Unity

Skill Level: Competent

Unreal Engine

Skill Level: Competent