Michael Fewkes
Audio Programmer




Michael began coding simple games on his parent’s computer while exploring music. Early in college, he discovered game audio and found a perfect home for his love of game development and his passion for music & sound. He finds the challenges of interactive audio fascinating and loves the architecture of underlying core systems that make the magic happen.

When it comes to implementation and building architecture, Michael finds that building the right tool is more important than bringing the biggest tool. While his journey began with delving through the guts of WWISE and FMOD, he soon found himself coding custom audio tools (C# / C++ / JS / Python) that were more lightweight and modular. His core design philosophy in building audio architecture is to ensure sufficiency and decoupling from other pipelines (core, art, etc). He also enjoyed studying the “design paradigms” of the various different game engines such as Unity, Unreal, Godot, and HTML5. Knowing these limitations and quicks informs his ability to create immersive, compelling sonic experiences.

His largest production was Dream, a live virtual Shakespearian theatre production using motion capture in the Unreal game engine. He was responsible for system design, implementation, and delivery of all character sounds and foley. This project allowed him to synergize his love of sound, technology, and theatre.

In his free time, you’ll find him playing his ukulele and banjo, or enjoying late-night walks. If it makes sense to chat, please reach out below!



Michael Fewkes
email: mdfewkes@gmail.com
twitter: @mdfewkes


Sound, Music, Recording, and Programming


Xylocode

Released May, 2021
10 month contract for the Georgia Institute of Technology through the Department of Human Computer Interaction

• Took-over development of the project in Unity
• Followed documentation and ongoing research
• Created flexible soundbanks for musical interactions
• Integrated student developed art
• Collaborated with the research evaluation team
• Implemented data collection for future evaluation
• Designed appropriate musical sound effects
Dream

Released March 12, 2021
3 week contract for the Royal Shakespeare Company through the Philharmonia Orchestra

• Created procedural sound systems to add dynamic foley to live mocap performance
• Assist in the update and maintenance of the Wwise project
Hygge Homes

Completed January 17, 2022
8 collaborators

• Designed a VR wall instrument
• Created a robust music sequencer
• Managed audio spatialization
• Consolted on music and sound for VR experiences
Hygge Homes

Ongoing
10 collaborators

• Co-leading Blind Accessibility directive
• Created an "Animalese" character voice system to accompany dialog
• Developed tools and systems for audio integration
• Created a dynamic "stem based" music system
• Designed and coded the "Home builder" section of gameplay
Jungle Adventure

Released April 4, 2021
6 week project, 8 collaborators

• Project lead and main engineer
• Art direction
• Gameplay
• Procedural world generation
• Audio integration
• Music design and implementation
Delivery Dash:Da Nang

Released March 28, 2021
16 week project, 11 collaborators

• Audio Lead
• Leveloped a dynamic, location aware, sample-accurate music system the stitches music phrases together
• Programmed a multi-listener audio solution for local multiplayer
• Composed a rock-centric soundtrack with lots of variation
Mysteries of Clarks Magic Academy

Released Sep 26, 2021
16 week project, 16 collaborators

• Designed, programmed, and integrated unique dungeon generators for all 6 of the games dungeons
• Handled FMOD integration
• Designed and implemented an interactive music system
• Composed nearly 2 hours of music over 27 tracks
Games Director

Released May 2, 2021
10 week project, 9 collaborators

• Coded audio playback
• Performed, recorded, and designed audio barks
• Audio integration
• Composed chill retro business music
Time Cannon

Released Dec 20, 2020
22 week project, 21 collaborators

• Built cross-platform audio features between VR and WebGL
• Designed and coded advanced audio playback for time dilation; including time slow down, speed up, and reversal for both sound effects and music
• Created in engine tools to assist with design
Melody

Released Oct 5, 2017
2 day jam plus dev-time, 4 collaborators

• Designed instrument interaction
• Managed FMOD project
• Recorded and integrated marimba samples
Muxgic

Released Sep 03, 2017
2 week jam. 2 person team

• Designed the instrument in UE4
• Sound design, including instrument sounds
• Planned and composed the interactive music
Kensei

Released May 23, 2021
16 week project, 14 collaborators

• Coded a dynamic music system
• Composed a light and dark version of the sames soundtrack
Rovey

Released November 29, 2020
12 week project, 15 collaborators

• Coded an advanced music system
• Designed the robotic player sounds
• Integrated the sound and music
Dino Ducket Dash

Released November 22, 2020
8 week project, 16 collaborators

• Wrote the underlying audio code
• Wrote some upbeat gameplay music
• Sound mixing
Dungeon Ducket Delve

Released Sep 5, 2021
7 week project, 13 collaborators

• Composed "dark dungeon" version of the upbeat "retro" music I had written for a previous installment
Springfield Property Manager

Released Sept 27, 2020
12 week project, 19 collaborators

• Wrote the audio engine
• Designed the city ambience sounds
Slime Climb

Released September 3, 2020
5 day jam, 4 person team

• Music composition
• Designed and implemented the dynamic music system

Slime climb uses a vertical/layered approach to the music. Layers are taken out and brought in as the game progresses to give a feeling of progression while maintaining coherency
Xeno Jackers

Released July 26, 2020
11 week project, 11 collaborators

• Wrote several classic retro music tracks. The title music, level 2, and level 3
Paper to Pail

Released July 19, 2020
12 week project, 10 collaborators

• Project lead and main engineer
• Art direction
• Gameplay
• AI
• Music Integration
• Sound design
Hidden Passageways

Released Oct 14, 2018
21 week project, 31 collaborators

• Co-managed the FMOD project used for the audio middleware
• Sound and music for the Word Wall section of the game
Hidden Passages 2

Released July 12, 2020
5 months, 12 contributors

• Developed 4 "experimental" "instrument toy machines" using WebAudioAPI. Drums, Trumpet, Trombone, and Flute

In keeping with the game's theme, these instruments were intended to be cryptic, but ultimately functional. If you can figure out how they work, you should be able to play any tune on them you could with the real instrument.
Mystic Chambers

Released Jun 28, 2020
16 week project, 11 collaborators

• Programmed the 3d audio engine. Features include 3D panning, sound propagation, occlusion, and dynamic reverb
Flipside

Released Apr 5, 2020
13 weeks project, 15 collaborators

• Programmed the audio engine using the WebAudioAPI. Features including 2D positional audio and synced music track crossfading
• All of the sound integration
Bundle of 30 Language Games

Released Mar 11, 2020
5 month project, 12 collaborators

• Programmed the audio engine. Features including music transitions, multiple audio buses, automated music ducking, and dynamic asset loading
• UI and player feedback sounds
• 6 background music tracks and 2 transition music tracks
Artillery Fodder

Released Mar 8, 2020
6 week project, 14 collaboratprs

• Project lead and main engineer
• Gameplay code
• Physics
• AI
• Audio integration
• Terrain generation
• Most UI and weapons code
Operation Lifeline

Released Feb 9, 2020
9 week project, 11 collaborators

• Responsible for the FMOD project and integration
• Wrote the actiony synthwave track used for level 2
Nethercard Kingdom

Released Jan 12, 2020
13 week project, 14 collaborators

• UI debugging and fixes for sliders and the pause menu
• Wrote the action orchestra piece used during the deck management section
Radiant Laser Cross

Released Dec 16, 2018
11 week project, 11 collaborators

• Programmed the dynamic music engine. Adds and subtracts music layers depending on in game parameters
G-Type

Released Dec 9, 2018
15 week project, 32 collaborators

• Wrote the HTML5 audio engine using vanilla JavaScript
Arcaninjadroid: Kitty Catastrophe

Released Sept 30, 2018
17 week project, 13 collaborators

• Wrote and integrated the audio engine

The project lead requested I come integrate the audio engine I had designed and already integrated into Ghosts of Neo Tokyo and Dream Racer.
We Must Prepare

Released Aug 5, 2018
15 week project, 24 collaborators

• Programmed the HTML5 audio engine. Features include dynamically mixed audio loops, a robust music manager, and multiple audio group volumes
• Music integration
• Most of the sound integration
• Some UI design and relevant integration for the option menus
• Ambience and UI sound design
• Wrote a "Harvest Moon/Stardew Valley" style music track
Dream Racer

Released Jul 29, 2018
11 weeks, 23 collaborators

• Wrote the HTML5 audio engine. Includes layer blended sound mixing based on in game parameters
• Designed and integrated the dynamic car sounds. Features include RPM accurate engine sounds and speed based brake sounds
Compiling Shaders (-10)

Released Dec 11, 2020
1 week game jam, 4 person team

• Designed sound for a VR puzzler
UFO Mooooo!

Released Jan 9, 2022
9 week project, 4 collaborators

• Composed a country inspired music track
• Sourced and edited cow sounds
Geogami

Released Jun 10, 2018
13 week project, 12 collaborators

• Created over 20 sound assets
Scrap Metal Elites

Released May 27, 2018
16 week project, 13 collaborators

• Designed all of the metal impact sounds
• A member of the stadium crowd
Super Buggy Golf

Released May 6, 2018
6 week project, 8 collaborators

• Sound design for the ball

When the game was nearing release I joined with this last hour contribution that was important for player feedback
Overclocked: The Aclockalypse

Released Apr 27, 2018
4 month capstone project, 18 team members

• Managed Wwise project
• Integrated Wwise into Unity
• Sound design
• Planned and engineered the music recording session
Ghosts in Neo Tokyo

Released Apr 22, 2018
10 week project, 18 collaborators.

• Audio lead
• Wrote the HTML5 audio engine, features included synced music crossfades
• All music and sound integration
Tiny Robo Racers

Released Feb 11 2018
10 week project, 9 collaborators

• Composed an upbeat 8-bit/16-bit style racing music track
Wheel of Misfortune

Released Feb 4, 2018
9 week project, 9 collaborators

• Composed music for the boss fight
Sea: Officially Lost

Released Dec 17, 2017
20 week project, 18 collaborators

• Managed the Wwise project
• Audio middleware integration
• Involved in much of the UI integration
• All sound design
Towers of Space

Released Jul 9, 2017
18 week project, 13 week project

• Maintained the Wwise project used as the audio middleware
• Wrote one of the 2 metal music tracks used in the game
Singed Dirt

Released May 21, 2017
20 week project, 13 collaborators

• Composed a sci-fi western track for the gameplay music