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Stephan Schütze
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SFX for Film Trailers

Hollywood film trailers have rigorous guidelines for sound content. First and foremost, all elements of the designed sounds must be owned by the creator. This means the process starts right from capturing the raw sounds all the way through the design and mastering stages.

Film Trailer audio also needs to be some of the most impactful sound content produced in media. I have been fortunate enough to create sounds for some of the biggest movie releases in the last few years

Sound Design

Heavy Industrial SpaceDoor

Ominous Swirling Mist

Magical Protective Dome

Handgun Slow Motion Firing

Clean Smooth Space-Door

Spaceship Bridge Activating

Green Magic Spell Effect

Robotic Arm Sequence

Spaceship Landing

Explosion in a Quarry

Giant Creature​ Yawn-Growl


UE4 Implemented Sound Libraries
In 2019 I designed a series of sound libraries that included complex blueprint implementation as part of the package. The first of these was submitted to Epic for their evaluation and resulted in me being awarded an Epic Grant to further develop the series.


A Design Document for The Dynamic Birds Asset Pack
can be provided upon request

Wwise Technical Sound Design
For many years Wwise has been a central part of my workflow. I have created content for all platforms over the last few years and even pioneered techniques for VR and AR audio implementation.

I took part as a speaker for the WWise world tour sessions in Shanghai and Seoul in 2019 and have presented various conference sessions focused on Wwise technical implementation.

I can provide specific Wwise implementation examples from various projects on request.

​Live Recording Workshop

I have been recording sounds for nearly 20 years and my various libraries of SFX are used by the likes of Disney, Skywalker Sound, EA, Activision and Warner Brothers.

I have also run workshops and presentations on recording techniques all around the world.

Oddworld: SoulStorm

Audio Director
For Oddworld Soulstorm I was initially engaged for Technical Sound Design and Sound Design, but I ended up leading the small team to produce and implement all the audio for the latest in the Oddworld series.
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The Forgotten City

Sound Design

One of the most highly rated games of 2021 was created by a core team of 3 people. I came on board to bring the city to life by creating and implementing all the sound into Unreal 4. This project used a series of UE4 audio blueprints to create dynamic audio.

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XDefiant

Technical Sound Design

Myself and 2 colleagues were engaged by Ubisoft to record and implement the new gun sounds for XDefiant. I was responsible for implementing the sounds into the Wwise project and ensure they functioned correctly.

Yonder: The Cloud Catcher Chronicles

Environmental Sound Design
Yonder was an exercise in subtlety and detail for environmental sound design. The environment has multiple biomes, with over 40 species of birds and insects that simulate seasonal migration behaviour.

​There is also an extensive weather system based on location and intensity.

Armello

Production under pressure
Armello is an example of focused rapid sound design production. Because of extraordinary circumstances the developers lost both their sound designer and almost all sound content just before launch. I had 4 weeks to build and implement the entire sound asset set  before the game was released.



Rust
Sound Design Character Study
Rust is a character study created by the talented artist and animator Stefan Kamoda.

From a sound design point of view I wanted to develop the narrative of this clip beyond the basic animation. I asked Stefan to extend the clip for several seconds to allow me to add more story elements using just the sound.

VR Regatta

Spatial Audio Demonstration
VR Regatta is a simple concept for VR, but it was the perfect platform to experiment with the interplay between wind and water and how the audience should experience this in a spherical sound field.

The subtlety of the experience hides the many layers that combine to produce the final audio. Mono, stereo, 3d point source and HRTF all combine and interweave to achieve the final result
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Infinite Flight
Aircraft Sound Model
The challenge; to design and create an update for the sounds for the top selling flight-sim on iOS to  create the most realistic sound model possible.


The audio needed to sound realistic from both a fixed camera and attached camera perspective and be adaptable across a range of different aircraft types.

Music
All of my fully orchestral game scores can be accessed on this site under the Music page.
Click on this link or on the image.
The three projects with orchestral scores are quite varied in style so
it is worth selecting a few pieces across the three projects.

I have selected a few specific pieces and presented them below for convenience. 
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Goddard's Insides
Live Orchestra with Theremin
Written to accompany a game level set inside a robot cartoon dog, Goddard's Insides pays homage to the science Fiction era of the 1950s, so of course a Theremin was mandatory!

Sleeping Dinosaurs
Live Orchestra: String Section
Not every game with Dinosaurs is non stop relentless action. Sleeping Dinosaurs explores the gentler side of these magnificent giants and invites the player to experience some of the beauty of the Jurassic era.

The Zeppelin
Live Orchestra

Written for a children's game, The Zeppelin takes the player on a swashbuckling journey across the skies in an out of control airship.

Cool Customers
Live Orchestra: Jazz Section
Another children's game theme, this time with a Noire Jazz feel to set our characters on the path of investigating Mr. Evil. 

The Tides of Mars
Electronic
This is the main theme from an old project. It is electronic in nature and many of the thematic material within this piece will be utilized within the dynamic music system I created for Defect.

Untamed
Twin Pianos
A piece of music written simply for its own sake. A frenetic dialogue between two pianos determined to voice the energy of the music.

The visuals were captured with a GoPro camera while driving along the Great Ocean Road in Victoria, Australia. The visuals were captured with the specific intention of accompanying the wild pace of the music.

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  • Home
    • Contact
  • Stephan Schütze
    • Biography
    • Scores
    • Music
    • Professional Services
  • Listen-Blog
  • Reel