Denis Filippov
Sound Designer.
Owlcat Games, Jun 2022 - Present
As a sole Sound Designer for Expeditions: A Mudrunner Game, I directed the game's sonic experience, from shaping the music vision and managing composers to personally designing all in-game audio content. Planned audio budgets by milestones, overseen remote music recording sessions and handled pre-production and post-launch tasks.
As a Sound Designer for Warhammer 40K: Rogue Trader, I sound designed and implemented various content, working on ambience, cutscenes, UI, and more. I was driving an audio tool for simplifying audio integration for inventory items, bugfixed and improved various systems, and integrated REAPER and WAAPI scripts for more streamlined pipelines.
Working on both projects at the same time helped me to develop an ability to handle multiple tasks/projects simultaneously.
Besides the releases, I actively contributed to shaping our audio department, including:
Helping team members with Reaper tips and tricks.
Developed a Digital Asset Management pipeline for inhouse recordings, set-up a cloud-based audio dabase system to share our recordings between each other, and implemented a UCS naming convention.
Sharing and modifying WAAPI scripts for little QOL improvements.
Freelance, Aug 2021 - Jul 2022
During my freelance opportunities, I was developing my connections, working on my sound design portfolio, creating hobby projects to learn Wwise and helping other people bring the sounds to their media.
Created sound design, mixed, and dialogue edited a short student film.
Helped to sonically enhance a couple of advertisements.
Provided sound design for an indie visual novel "1997".
Sound Designer - Owlcat Games
Owned every aspect of the game's sonic experience;
Collaborated with other departments to ensure seamless integration of audio systems - Dev, UI, GD;
Vehicle sound design and implementation;
Created music vision for the game, interviewed multiple composers. Overseen two external composers for 120 minute soundtrack;
Pre-production and post-launch support, including multiple DLCs;
Created script to validate audio assets.
Beyond Lead duties I also sound designed all of the content - vehicles, gameplay mechanics, UI, ambience, narrative effects.
Sound Designer - Owlcat Games
Nominated for Sound Design Award by Game Audio Awards.
Sound Designed and implemented various content, starting from the project's vertical slice phase and extending through post-launch support. Besides the sound creation stuff, I was actively seeking and trying to resolve various pipeline bottlenecks, be it Unity-Wwise or cross-team communications.
Areas of involvement included:
Unity + Wwise integration;
Ambiances;
Cutscenes;
Narrative Effects;
User Interface;
Improved and bugfixed Wwise and Unity systems;
Created a simple Reaper script to help with VO pipelines.
Sound Designer - Freelance
Working closely with the developer, we created an extensive sound design spreadsheet, which I followed and delivered in time. My help for the indie dev included mixing the SFX with the music, and creating all of the SFX from the asset list. Implementation was done by the dev in Ren'Py engine.
Ambiance;
Anime-style reaction sounds (sad, happy, etc);
UI;
Narrative effects.