Gabriel Holmes Portfolio

Gabriel Holmes PortfolioGabriel Holmes PortfolioGabriel Holmes PortfolioGabriel Holmes Portfolio
  • About Me
  • Major Projects and Works
  • Wayward Woods
  • Partners in Crime
  • Sickeningly Sweet Jam
  • I-Sky
  • Miscellaneous Works
  • Contact

Gabriel Holmes Portfolio

Gabriel Holmes PortfolioGabriel Holmes PortfolioGabriel Holmes Portfolio
  • About Me
  • Major Projects and Works
  • Wayward Woods
  • Partners in Crime
  • Sickeningly Sweet Jam
  • I-Sky
  • Miscellaneous Works
  • Contact

wAYWard Woods(2026: cONCEPT dESIGNER AND Lead Sound Designer

Beginning Concepts

Beginning Concepts

Beginning Concepts

When our capstone was in its concept and pitch phase, I was apart of the smaller group that proposed this idea to our client. At the start I was in charge of conceptualizing mechanics and interactions, as well as enhancing the combat systems provided by the initial prototype of our game.

FMod and More

Beginning Concepts

Beginning Concepts

When our pitch was accepted I finally began work as the Lead Sound designer. With this role I was in charge of all sound creation and implementation. This included any in game placement of emitters, along with extensive work on the sounds backend code.


Since I was a solo discipline lead, this gave me ample creative freedom when working with our creative director. Most sound effects in the game were created using foley effects and recording, others were digital made and altered in software's like FL Studio or Ableton Live.


With my in-depth dive into FMod  and previous listed software's I  learned how to compile sounds into engine, call them directly from scripts or through emitters, gained a greater understanding of audio balancing and mixing, learned to control sounds through tags and banks, and various other tricks and tools

Foley Sounds

One skill I picked up while working on Wayward Woods was advancing my foley sound effects. I have always been fascinated by foley work in films and games, so this project gave me a chance to try my hand at them. For our ranged enemy we decided on a little racoon wizard that creates fire explosions. This fire explosion was made using crumpled paper, blowing into the mic, and crushing a bag of Cheeto Puffs. After some pitching, reverb/other effects, and mixing this is what I arrived on.

Interdisciplinary Sounds

As apart of my role as the solo lead, I was in charge of the creation and implementation of sounds for all the facets of our game. One of these being UI/UX, and the creation of interactable menu sounds. For our game we had an equipment menu where you would choose what spells and artifacts to bring into levels. Flipping pages, dragging and dropping spells, hovering over UI elements, and many other assets all had their own sounds in order to give the player proper feedback on what they were doing.

Music Composition

Although we later received a dedicated composer, I worked closely with our creative director to concept some of the initial cutscene, background, and menu music. This song was a base concept for our games beginning cutscene. I created my own sound font using Polyphone based of dungeon synth and high fantasy music, and with that as my base I worked towards creating music that would invoke the mystical /mysterious feeling our game was aiming for.

If you would like to see more of wayward Woods

https://store.steampowered.com/app/4462280/Wayward_Woods/

Copyright © 2026 Gabriel Holmes Portfolio - All Rights Reserved.


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