I am currently working as an Associate Lead Sound Sound Designer at The Creative Assembly in the South East of England. I have worked on a number of titles both in-house and on a freelance basis, ranging from indie mobile games right through to AAA console games. I have a proven track record of being able to deliver high quality audio content on time and in budget. I approach my work methodically and objectively, taking time to examine the emotional, contextual and technical requirements of each project. I use this approach to help me effectively ascertain the best possible ways to use audio to not only help set and reinforce the appropriate mood, but to also determine how audio can work with other elements of the project in order to create a more enjoyable, functional and engrossing experience. For more information about my work and employment history, my CV is available to download here.
Credits
Present |
Currently Unannounced |
2022 |
Total War: Warhammer III & DLC (PC) |
2020 |
A Total War Saga: Troy (PC) |
2019 |
Total War: Three Kingdoms & DLC (PC) |
2018 |
Total War: Thrones of Britannia (PC) |
2017 |
Total War: Warhammer 2 & DLC (PC) |
2017 |
Q.U.B.E. 2 (PS4/Xbox One/PC/Switch) |
2016 |
Forza Horizon 3 (PC/Xbox One) |
2015 |
Dirt Rally (PC/PS4/Xbox One) |
2014 |
F1 2014 (PC/PS3/Xbox 360) |
2014 |
Grid Autosport (PC/PS3/Xbox 360) |
2014 |
Tiki Monkeys (iOS/Android) |
2013 |
Grid 2 (PC/PS3/Xbox 360) |
2012 |
Colin McRae Rally (iOS/Android/PC) |
2012 |
F1 Race Stars (PC/PS3/Xbox 360) |
Honours & Awards
2022 |
Develop: Star Awards, Best Audio – Total War: Warhammer III (Nomination) |
2022 |
Music + Sound Awards, Best Sound Design – Total War: Warhammer III (Nomination) |
2021 |
NAVGTR, Outstanding use of Sound, Franchise – Total War Saga: Troy (Nomination) |
2020 |
Audio Innovation Of The Year, MCV Develop Awards – Total War: Three Kingdoms (Win) |
2020 |
Best Strategy Game, TIGA Awards – Troy: A Total War Saga (Win) |
2020 |
Best Audio, Develop: Star Awards – Total War: Three Kingdoms (Nomination) |
2020 |
Best Sound Design, The Game Audio Awards – Total War: Three Kingdoms (Nomination) |
2020 |
British Game, BAFTA – Total War: Three Kingdoms (Nomination) |
2019 |
Best Audio Design, TIGA – Total War: Three Kingdoms (Nomination) |
2019 |
Best Strategy Game, The Games Awards – Total War: Three Kingdoms (Nomination) |
2019 |
Best Strategy Game, TIGA – Total War: Three Kingdoms (Nomination) |
2018 |
Best Strategy Game, TIGA – Total War: Thrones of Britannia (Win) |
2018 |
Best Audio Design, TIGA – Total War: Thrones of Britannia (Nomination) |
2018 |
Best Action and Adventure Game, TIGA – Q.U.B.E. 2 (Nomination) |
2018 |
Best British Game, BAFTA – Total War: Warhammer 2 (Nomination) |
2017 |
Best British Game, BAFTA – Forza Horizon 3 (Nomination) |
2017 |
Best Multiplayer, BAFTA – Forza Horizon 3 (Nomination) |
2016 |
Best Sports/Racing Game, The Games Awards – Forza Horizon 3 (Win) |
2016 |
Best Racing Game, TIGA Awards – Dirt Rally (Win) |
2016 |
Best Sports Game, BAFTA – Dirt Rally (Nomination) |
2014 |
Best Sports Game, BAFTA – Grid 2 (Nomination) |
Skills
Sound Design |
Composing |
Synthesis |
Field Recording |
Foley Recording |
Vehicle Recording |
Firearms Recording |
Dialogue Editing |
Audio Mixing |
Audio Implementation |
Video Editing |
Fault Finding & Troubleshooting |
Software Used
Reaper |
Pro Tools |
Sound Forge |
Izotope RX |
Wavelab |
Wwise |
FMOD Studio |
Spectral Layers |
Waves Plugins |
Excel |
Perforce |
JIRA |
Testimonials
”Tom is an outstanding sound designer, team player and lead. I’ve worked with Tom for the past years and his passion for game audio is evident in everything he’s applied himself to, from exceptional sound design to inventive technical system design. He’s a fantastic person to have on the team, always looking at the bright side and making sure fellow colleagues are supported. "
Chris Goldsmith, Associate Project Audio Director, Creative Assembly - October 2023
”Tom joined our team 2 years ago as a sound designer. In these two years he proved to be essential to our team and contributed significantly to the success of our games’ audio, especially on TotalWar: Three Kingdoms. Has an easiness to build interpersonal relations with others (both within and outside the audio team), leading to better and more efficient communication throughout the whole dev-team. Through the years, we worked on various projects and I was impressed by his manner of doing a great job on both technical and creative sound design tasks. Always keeping his cool under pressure, he proved to be a true senior by mentoring less experienced team members, looking for improving our tech and making sure we always have the best possible solution to emerging problems."
Peter Tolnay, Lead Sound Designer, Creative Assembly - January 2020
”Throughout the development of Q.U.B.E. 2, one of our major goals was to elevate the experience with high-quality sound design and audio direction. Following Tom coming on board, this goal fast became a reality. Tom’s knowledge of audio direction, sound design, game design, aural feedback, and audio quality helped elevate the experience of Q.U.B.E. 2. Tom’s ability to be flexible, take both objective and abstract direction, and work diligently with a remote team made him a valuable asset to the production. Additionally, his knowledge of Unreal Engine 4’s internal audio systems aided in the development of strong audio systems across multiple platforms, easing our technical director's workload in relation to audio implementation."
Benni Hill, Producer, Game Director & Writer, Trapped Nerve Games - April 2018
”Tom joined the Codemasters audio department mid-way through production on Grid 2. This was a very busy time and so Tom was thrown in at the deep end with little time for training to use our in-house tools. Tom got to grips with the tools and quickly began working on vehicles for the game. I've since worked with Tom on a handful of games and watched him grow and get to grips with vehicles, ambience, track mark-up and a variety of other tasks. During this time he's been a friendly, fun person to be around and definitely made his mark on the audio department. He's always willing to come up with solutions to problems or figure out new ways to accomplish sound design tasks and provide accompanying documentation for posterity."
Brad Porter, Senior Audio Designer, Codemasters - September 2015
"Tom collaborated with our studio during an aggressive time scale on Tiki Monkeys. He fully delivered every audio asset and melody composition briefed, on time and to quality, as well as accommodating additional requests.
His positive and proactive attitude towards solving problems was phenomenal, and his thorough knowledge of games made good recommendations very common during our development.
It is clear Tom's skill set ranges from the technical implementation right through to the creative and inspiring. His audio direction brought an extra layer of depth and humour to our game, as well as helping to support and complement our mechanics and vision. His expertise in audio optimisation to hit our required budgets for mobile also showed great maturity.
It was a pleasure to have Tom on board our project, and he is somebody we see as a future partner for MilkCap."
Paul Dibden, Co-Founder, MilkCap - December 2013
"I have worked with Tom a number of times over the years and have always found him to be professional and quick off the mark with new ideas and concepts. He is multi-skilled and well equipped to contribute on most digital media projects. He has a thorough understanding of 3D and games environments and shows a well founded knowledge of the subject. I would not hesitate to work with him in the future and look forward to doing so."
Nick Palfrey, Managing Director, Real Visual - February 2012
"Tom has a great understanding of sound design in 3D environments; whether adding spot effects, blending different tones to create natural ambiences or composing and recording music. He's easy to work with and does a thorough job, with excellent documentation too; I wholeheartedly recommend his work."
Louis Macan, Lead Developer, Real Visual - January 2012