Hi there! My name is Vitor and I help narrative-driven game developers to craft immersive experiences through high-quality dynamic audio.
I’ve been immersed in sound and music since a very young age. I used to line up my mom’s pots to play “drums” and also joined in various (not so great) punk bands during high school. But I quickly discovered audio’s role in enhancing visual storytelling. In 2018, I moved from São Paulo, Brazil to Vancouver, Canada to study Audio Production and improve my skills.
I also grew up playing games and have always been amazed at their ability to transport me to different worlds. From humming the memorable melodies of Super Mario 64 to feeling the dread when hearing a clicker in The Last of Us, all my favorite videogame memories have great audio tied to them. Fast forward to today and now I have the privilege of doing exactly that: create long-lasting emotional moments and contribute to players’ immersion inside the game’s world.
Aside from that, I also like to create videogame music remixes/covers like this, explore nature, and distract myself from the fact that the sequel to Breath of the Wild is still really far away…..
Gedda Cake is an indie 2D Action Platformer in development by Flannel Bear Games where you follow the journey of 6 dragon siblings through their homeworld to find out who (or what) interrupted their cake supply. As the audio lead of the project, I am in charge of creating the music and sound effects of the game, as well as implementing them using FMOD. Make sure to follow Gedda Cake‘s development and play the demo on Steam or Itch.io.
Metalmorph is an indie 2D Metroidvania with focus on intense combat and exploration. Help the robot girl Metal to restore her city, while you fight your way through an enormous map filled with enemies and secret areas, defeat powerful bosses and unlock a roster of nine unique transformations – with their own appearance, mechanics, and powers – on this love letter to the Megaman X and Castlevania series. Metalmorph release date is TBA.
MerFight is a 2.5D fighting game (3D graphics, 2D gameplay) with 12, aquatic-themed characters. Developed by one of the leads behind Battle High, it features unique meter management and a dash canceling system. MerFight also focuses on “pick-up-and-play-ability,” through a lenient input system that allows novices to get started quickly while rewarding more experienced players. MerFight is still in production, but it is currently available for free while in alpha on itch.io and GameJolt and it’s planned for Early Access on Steam later in 2021
Blitz Resist is mobile game for Android and iOS where you must defend your space tower from incoming enemy missiles. I wrote 5 retro-styled songs that ramp up in intensity and speed as the player progresses through the game and the enemies become tougher.
Gedda Cake Sound Design: Piccky's Whirlpool Swirl SFX Breakdown
In this video, I breakdown the sound effect I created for one of Gedda Cake’s main character’s special ability. Then, in FMOD, I demonstrate how I created the events to implement these sounds and make them work in-game. Gedda Cake is a 2D Action Platformer game currently in the works by Flannel Bear Games and you can follow the development journey here and play the demo on Steam or Itch.io.
Gedda Cake Sound Design: Dynamic Ambience System implementation
This breakdown showcases the system I built within FMOD for the forest area of the indie game Gedda Cake. It shows how I created an organic and dynamic soundscape that also accommodates for the day/night cycle that the game has. You can experience this ambience system for yourself by playing the demo on Steam or Itch.io.
Gedda Cake's Boss Vocalization Breakdown
This video showcases how designed the roar for Gedda Cake’s first boss, Baggy. I explain all the source recordings used as well as the processing and layering behind this sound effect. Make sure to follow Gedda Cake’s development and play the demo on Steam.
Unravel Two Redesign: Fairy Movement Breakdown
Another short clip to demonstrate how I recreated the fairy movement sound for Coldwater Interactive’s Unravel Two, using (for the most part) an aluminum foil scrape sound. My approach on this was to try and see how much I could extract from one single sample, using various effects and techniques.