FAQ
Q: What does “psychology-based sound design” really mean? How is it different from another freelancer’s sound design?
A: My process is based off of what I learned from my B.A. in Psychology and what guides player behavior. How they're guided is based on the gameplay and story. There are ways to influence where a player looks on-screen, how alert they are, how scary a place is, and more. We can signal what's important or how to feel with sound too.
Q: What are your services?
A: Audio directing, sound design, audio implementation, foley, audio producing, dynamic mixing, re-recording mixing, dialogue editing, custom libraries, and field recording.
Q: How does pricing work?
A: I typically charge an hourly, day, or flat rate that's paid in monthly installments depending on your preference. This could be as high as $2000 a week or as low as $400 a week depending on your needs. Every so often, I'll suggest revenue or profit share instead of or in addition to. A rush job will cost 50% extra, as will subcontracting.
Q: Why don't you accept asset or sound effect-based pricing?
A: Per asset doesn't factor in how different sounds take different amounts of time to make, that it's hard to define where an asset begins and ends, doesn't include implementation, and doesn't include time it takes to scope or meet with the team. It also doesn't account for other services such as mixing or trailer editing.
Q: Is it true that the first week will be free if I'm not satisfied?
A: Yes. If you decide to cancel our contract after the first week and will not use any of the work I provided, you will not be charged.
Q: How long would onboarding take and what would you need?
A: This depends on your team's size and protocols. Typically, I'll set up repo, install the right game engine version, and boot it up within an hour. I can review other documents as they come in, and will consult you before setting up our audio system (if one is not in place). The rest is down to meetings and scoping, but usually I'm onboarded within a day.
Q: What’s your process? Can I see it before we get started?
A: My process for collaborating is in my free guide and in my breakdowns of Airborne Empire and Letterhead here. I also have case studies of my work on the horror film Nibbles Must Die and the drama Cholo. There are also clips of my foley on social media.
Q: What genres can you and have you worked on?
A: I've worked on a city builder/RPG, an adventure game, tower defense, RTS, a puzzle game, a cozy/horror game, a cozy Animal Crossing sim. I can also work on branching narratives, deck-builders, rogue-likes, survival horror and more. For film, I've worked on drama and horror. The greatest likelihood that we'll be a fit is a solid story.
Q: How soon can I expect results for a trailer, demo, or game?
A: For trailers, I need 1-2 weeks depending on revisions and if I'm creating sounds for it. If it's a demo for a showcase, we can come up with a realistic plan. How long completing the sound for a game would take depends on how much I'm waiting on in the pipeline, how much audio is needed, what type of audio implementation is required, and more.
Q: Can you sub-contract? If so, what roles can I outsource to you?
A: Yes, I have an LLC that allows me to sub-contract trusted colleagues. I can sub-contract a composer, voice actor, voice director, audio programmer, etc.
Q: What can I expect from a free consultation with you?
A: You'll receive suggestions on how to structure the audio in your game, how I could make it sound the way you want, and how long it might take. If you intend on changing the attitudes of your audience, e.g. for an environmental or educational game, we'll discuss how sound design can make your game design even stronger.
Q: Where are you based? Could you work remotely or in-studio?
A: My studio is outside Seattle, Washington. I can come into the studio or meet in-person if you live within an hour of the area. Otherwise, I can work remotely from anywhere.
