Tom Fred Bradshaw
Sound Designer
Game Credits
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.
Yes, Your Grace: Snowfall – gamescom Trailer 1:02
Sound Design, Mix and Master for gamescom “Long Live the Queen” Trailer for upcoming title “Yes, Your Grace: Snowfall” (Brave At Night) for iGame.Audio.
Yes, Your Grace – Story Recap 3:08
Sound Design, Mix and Master for Yes Your Grace “Story Recap” Cutscene for upcoming title “Yes, Your Grace: Snowfall” (Brave At Night) 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.
About
Hello there!
I’m Tom—a Sound Designer based in Brighton, UK, with a passion for Game Audio. I currently work remotely at iGame.Audio, an indie audio outsourcing company led by the brilliant Damion Sheppard! Some of the projects I’ve worked on include “Loddlenaut”, “Grapple Dogs: Cosmic Canines”, and “The Pirate Queen with Lucy Liu” (Emmy Nominated).
My role covers all areas of audio—designing assets, implementation, recording foley, editing dialogue, linear cutscene and trailer design, mixing, and mastering. I also love tackling problem-solving, task management, and ensuring collaboration and production runs smoothly.
My journey into Sound Design started during the pandemic, when my career as an international touring session drummer came to a halt. This shift led me to the world of Game Audio, where I discovered a love for blending technical skills, creativity, and teamwork to bring projects to life!
As a life long gamer, I know how much great audio adds to the experience. My goal is to create soundscapes that pull players into new worlds, enhance the gameplay, and make every moment unforgettable!
Re-designs
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.
Lord of the Rings – Cinematic Redesign 1:13
AAA Cinematic Redesign – Creature Design (Balrog), Transitions, Foley and Combat & Magic SFX. Designed in Reaper.
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.
iGame.Audio // Current Work
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
School of Video Game Audio
Currently Studying: Wwise, FMOD, Unreal Engine & Unity with Leonard Paul & Viviana Caro
Global Game Jam 2022
Global Game Jam: GGJ 2022 - "Unwind" - Audio Designer - Designs made in Reaper and implemented in Unity.
Play on itch.ioSkills
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