Sound Design Demo Reel
Who I Am
Hi, I'm Collin Anderson and I'm happy to be living my dream of making audio for video games. Although I'm primarily a composer and sound designer, I consider myself a game audio generalist, doing things such as audio implementation, field recording, VO direction, VO editing, mixing, audio directing, and sometimes even some fun voice acting. I love having variety in my work and love learning new skills.
I'm originally from Dallas, TX but now reside in Austin, TX after having graduated from the Berklee College of Music in 2022. I originally went to Berklee to study vibraphone and jazz composition, but eventually made my way into scoring for media and then interactive audio for video games. I also picked up piano tuning while at Berklee and have been enjoying part-time work as a piano technician since 2017.
I strongly believe that games are art and I love being a part of the process of creating environments and telling stories through my audio. I currently work as an independent contractor and am most passionate about working on indie and Triple-I games. Some of my favorite games include Super Mario Odyssey, Portal 2, Celeste, the Just Cause series, The Stanley Parable, Hi-Fi Rush, Minecraft, and Doom Eternal.
I appreciate you checking out my site! Follow me on Twitter/Instagram to see the wacky stuff I get to do for my jobs!
What I Do
Intentional Audio Design
Making any good game requires immense amounts of planning and coordination. I make it a priority to understand the vision of the game and to really reflect the spirit of the game through intentional decisions about the overall audio design down to the seemingly inconsequential button sounds.
After starting the audio asset list and determining the audio aesthetic, I can start to create sounds and music. Revisions are a part of my workflow, so along the way I'll send drafts and make adjustments based on feedback. I want to make sure you're happy with what you're paying for!
I can ease some of the load of the programmers by programming in my own audio. I have experience doing so in Unity/C# and in middleware such as Wwise and FMOD. For larger projects, I prefer to work with middleware to increase efficiency and possibilities for interactive audio.
Cinematics and Trailers
I have experience creating, editing, and timing audio for linear media such as cinematics and trailers. I know how important a captivating trailer is for game marketing so I'm here to help take that trailer to the next level through effective audio.
If there's something else audio-related that you need for your project, just let me know! I can edit voice over, mix and master music and sfx, record sounds out in the field, playtest, and more!