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MATT

CONWAY

SOUND DESIGNER
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Hi there, my name is Matt. Thanks for stopping by!

 

I am extremely passionate about designing sound and the art of storytelling through audio. Since I can remember, I’ve always been fascinated with sound. Its numerous and interesting sources within our world, its behavior and propagation in various environments, and the way that it can affect the human psyche and physics. It’s a fascinating sense and one that plays a huge role in the way that we experience the world around us and how we engage with various types of media.

 

Whether it’s to create some added believability for immersion’s sake or to strike the right chord during an important scene or moment, sound is an integral part of storytelling. In books, you read descriptions of the sounds that characters hear. In screenplays and storyboards, audio cues are noted for different scenes. For interactive media, I believe that sound should not merely support what's on screen, but it should also contribute to and/or drive the emotional impact of a given scene or experience. Therefore, regardless of a sound’s eventual purpose, I strive to keep narrative in mind when I create, implement, and execute my designs.

 

My journey into video game sound design began immediately upon finishing college. I started in QA and have worked my way to my current position of Principal Sound Designer. I’ve created thousands of sounds over the years, some of which were iconic and memorable and some that were simple in nature, but still played an important part in the overall experience.  

 

My most recent work has been on the highly-successful Elder Scrolls Online. Throughout my time working on it, I have been responsible for creating some of the most iconic sounds in the game. Namely, sound design for big story moments in the main quests and chapter stores, the dynamic and world-changing Dark Anchor game mechanic, various player and non-player abilities and visual effects, immersive and believable ambience/environments, some UI sounds (i.e. ‘level up’ and ‘quest [mission] accept’) and numerous cinematics and trailers. I’ve also created many sounds that may be considered mundane, but they play a critical role in the listener’s experience due to the frequency at which they are played. These include things like character footsteps and foley, ambience loops and oneshots, creature sounds, ability sounds and weapon sounds.

 

I’ve had an amazing time over the years working with great friends, collaborating, creating, and honing in on my sound design skills. It has been such a challenging, rewarding, and often times, humbling experience. This keeps me hungry to learn more and motivated to keep an open mind regarding new tech, tools, and techniques. Also, critically listening to my surroundings and various forms of media (films, shorts, trailers, video games) fuels my imagination and continually keeps me pushing myself creatively.

 

This gig is amazing and I am truly blessed to be doing the work that I love. I am always interested in connecting with fellow industry professionals and/or exploring opportunities, so feel free to drop me a line if you’d like to connect!

Thanks for reading.

 

-matt-   

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