HENRY FLEWITT
Sound Designer
GAME AUDIO


I joined the Jurassic World Evolution 2 team at the beginning of my time at Frontier, as the project was coming out of pre-production, and have been working on it ever since!
The opportunity to work on such a famous IP with so many famous sounds and stories that have had a profound effect on so many lives really is a huge honour.
I have been able to work on a massive variety of areas within the game, including dinosaur, UI and vehicle design and implementation, setting up Wwise systems for features such as ambiences and storms, and linear sound design for in-game cinematics.

FRACTURED VEIL
Fractured Veil - a multiplayer, open-world survival game based in Lahaina, Hawaii.
I worked with Ironbelly Studios on this project as the lead sound designer and sound engineer before joining Frontier Developments in late 2019. Covering the entire audio pipeline my role involves creative audio design, audio implementation using Wwise, Unreal Integration and audio system engineering.
The game is in open development and more information can be gathered on the website:
UNREAL ENGINE STRATEGY GAME
Re-designed all sound elements of the opensource strategy game available for Unreal Engine 4, adding Wwise integration to improve the sonic experience of the game. This process entailed a mixture of simple replacements, or designing different audio systems to build upon the structures set out in the game. For example, implementing a procedural music system that progresses depending on enemy proximity to your base.
Below are a series of videos that give an in depth description of the implementation process for all the different elements of the game.
PROCEDURAL MUSIC SYSTEM
I created a fully automated music system to allow the music to react to the game parameters, to help engage with the player and give a sonic representation of the game progression.
GAMEPLAY DEMO
A full playthrough of the game to demonstrate all of my work.
BUILDING IMPLEMENTATION
I changed how the various weapons are heard while being constructed by creating unique, looping solutions for each individual weapon.
AMBIENCE IMPLEMENTATION
Created and implemented an atmosphere that has more interaction with the elements occuring within the game.
UI IMPLEMENTATION
A description of how I designed and implemented the UI elements of the game to improve upon the originals.
WEAPON IMPLEMENTATION
A description of how I implemented my re-designs of the weapons within the game.
TOYBOX TURBOS RE-DESIGN
A video outlining the sound design created for a pre-release version of Toybox Turbos. For this project I selected particular elements, focusing on 2 game-modes within the game. These included the UI, music, powerups, world sounds, and various interactive elements within these game-modes, including a "wall of death".
XBOX KINECT+MAXMSP AUDIOVISUAL
Created in Max MSP, this interactive audiovisual project makes use of an Xbox Kinect and Synapse, allowing me to record and utilize the user's movements. This data is manipulated to control various elements within the patch, creating an ever-changing display. The basis of the visual display is 2 points that attract or repel the surrounding particles, depending on user position. An in depth description is available in the video, as I outline the various components of the patch.
LINEAR SOUND DESIGN




Stressing the importance of foley and sound editing, this re-design puts more focus on conveying a realistic and believable soundscape to immerse the viewer in the story. After experimenting with different soundtracks and varying degrees of inclusion, I found that the lyrics of "The Man Comes Around" by Johnny Cash fitted the action too perfectly to not include.
The voice actors can be found here (male) and here (female).

A sci-fi websseries about the dark side of the internet. Based in both reality and virtual reality, the sound design for this project explored the chaotic nature of the internet in the near future and the reclusive, paranoid nature of the main character. The various styles used across the webseries allowed me to explore a large variety of sound design techniques, resulting in a predominantly glitchy yet cinematic style.

Inspired by the visuals of this trailer, I decided to re-create the sound design, taking particular interest in the transition between real and hyper-real and the vocalisations of the monster. The monster's scream was created using a mixture of animals, which are then side-chained by a wooden creak. This allowed me to mimic the dynamics of the creak, giving the creature a more "wooden" sound, to match it's visual design.

I really enjoyed the visuals of the trailer, so thought I'd take a bit of time to have some fun with it! I wanted to help use the fast visuals to make a fast moving and diverse soundscape that explores a wide variety of sci-fi styles.

Experimenting with slower paced visuals is something I previously hadn't entertained much, but I couldn't resist taking this trailer and re-working the style of the audio. The original trailer makes use of fast-paced music to juxtapose the slow motion imagery, but I have sought to embrace the somewhat dreamy state of the imagery in the soundscape. Taking inspiration from the soundtrack of Bladerunner, this trailer follows a more musical and suggestive development than some of my other work.
AUDIO-POST PRODUCTION












BLUE HOLLYWOOD
Credit: Foley Artist/Sound Designer
Runtime: 82 minutes
Synopsis: Blue Hollywood is the story of Celeste and Alessandro , two young actors with very different personalities and approaches to their profession. After meeting at an Acting Summer Program in London, they decide to move to LA in the hopes of striking gold in the Hollywood film industry.


THE CHAIRS
Credit: Foley Artist/Dialogue Editor
Runtime: 20 minutes
Synopsis: Forced to move back to his childhood home in Azerbaijan to care for his father, Kerim often finds himself carrying his father up to the only village telephone. It is here that he is able to spend valuable moments with Rena, a married woman from the same village.
RAVE
Credit: Dialogue Editor/Dubbing Mixer
Runtime: 6 minutes 11 seconds
Synopsis: ‘Rave’ is a short documentary that offers a female's reflection on Berlin’s techno community.
The film follows four Berlin girls on their way to the Rave. Throughout their journey, Paola shares her thoughts about the vision of this subculture. What are we really seeking when going to a Rave?
LOST TIME
Credit: Sound Designer/Dialogue Editor/Dubbing Mixer
Runtime: 8 minutes
Synopsis: A documentary about drummer Paul Wager, a drummer who suffered a stroke. The story covers his long road to recovery and being able to play the drums once more.
ABOUT



Hi there, I'm Henry, a sound designer for video games and linear media living in Cambridge, UK. Thanks very much for checking out my website!
I've been working in game audio since 2018 as both as both a freelancer and as part of teams and have been lucky enough to work on some amazing IPs.
Previous to my vareer in game audio I was also fortunate to work on the sound team for numerous award winning and award nominated feature length and short films.
I'm currently working at Frontier Developments in Cambridge and have been since 2019.
My main skills and experience are Sound Design, Sound Editing, Game Audio Implementation, Wwise, Reaper, Pro Tools and Unreal Engine.
Other skills include MaxMSP, Pure Data and visual scripting