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Matthew Dear - Audio Programmer/SFX & Dialog Artist/Composer

08-24-2015, 04:45 AM
Matthew Dear - Audio Programmer/SFX & Dialog Artist/Composer


My name is Matthew Dear and I am a sound designer, composer and audio programmer. I've combined my two great passions of audio and gaming to create in-your-face, highly varied audio assets!
Here are a few points about me:

- I've been playing games and composing music for well over ten years, covering a wide variety of styles and formats.

- I run a pro-quality home studio; capable of both realistic, high quality recordings and far-out conceptual effects/ambiences.

- Last year I completed an online course using Wwise audio implementation software, graduating with an A. I've since used this knowledge to program my own audio systems.
You can see a demo of my Wwise work here:

- You can view my Soundtrack, SFX and voice acting portfolios via my website

- You can actually download and play my Limbo demo here! All sound effects, music and ambiences created and implemented by me using Wwise

Some examples of my previous work:

Folk Tale - RTS RPG - SFX

Sakura Dungeon - Dungeon crawler RPG - SFX

Rising Legends - Retro side-scrolling beat'em'

Sakura Fantasy - Steam visual novel - SFX & Ambience

Bananadoh! - iOS, Android and Browser game - SFX & Music

Clicker Guild - Steam game - SFX

'Puzzle House: Mystery Rising' - iOS game - SFX

Current Work Includes - Medikidz (Multi-platform, SFX & Music), Folk Tale (PC, SFX), Dinosaurs: A Prehistoric Adventure (PC, SFX), RuneWards (PC, SFX)

You can see more of my audio-video demos here:

Please get in touch if you like what you hear, my rates vary depending on complexity/style and can be flexible to meet your budget.
I am willing to work for rev-share if the project is right.

Matthew Dear
Skype: matthew.dear2

Last edited by Matthewdeargameaudio; 06-27-2016 at 03:50 AM.
09-01-2015, 01:33 PM
Straying into some more traditional dance territory here.

Think 'over-the-top apocalyptic rave'.


09-07-2015, 04:57 AM
It's been another busy week of writing and festivals for me, but I had the chance to put this little portfolio piece together, showcasing some sound design and Wwise skills.

This is a shortened simulation of the adaptive ambiences I wrote for my own version of indie game Limbo. This project was done as part of my Berklee Online course, 'Game Audio Production With Wwise'.

There are a total of 13 separate ambience events within this composition, overlapping each other as they would in-game. The idea being, as the player moves through the different 'areas' of the game the soundtrack adapts with them, effecting their perception and experience of the game.

09-14-2015, 04:04 AM
This week I've updated my sfx portfolio with some sounds from more recent projects.

Check it out here:

09-21-2015, 05:07 AM
Another one of my pieces for my online course 'Game Audio Production with Wwise'

This is a linear representation of the adaptive soundtrack I wrote and implemented for the Unity game 'Angry Bots'

As the player moves through the level the music gains more 'layers'. It starts out with just the bass (not shown here), then orchestral strings and horns come in (00:29), if the player loses a lot of health the 'Low Health Track' comes through (1:13), and in the last room the 'Final Level' music comes in (2:09).
All of the layers seamlessly stack on top of one another and loop infinitely (loops at 1:13 and 2:27). In this way one piece of music will change and evolve with the players experience without negatively affecting the 'flow' of the game.


You can see a video of this music, with sfx as well, here:
10-19-2015, 04:23 AM
I've been pretty busy working on some new projects the last month or so. Here's a little peak at what I've been up to.

A new track for an as-yet-untitled project. This piece was inspired by other Electronic/Orchestral soundtracks such as Binding Of Isaac and Risk Of Rain


Plus... You can now play my Limbo demo for yourself! All the sound effects, music and ambiences were created and implemented by me using Wwise.
As you move through the level the adaptive-ambience-soundtrack with change depending on where the player is and events occuring.
This is a windows-only demo I'm afraid.


I'll be posting my Angry Bots demo soon as well...
10-26-2015, 02:04 PM
This week I've been writing for an upcoming Mount & Blade mod... Seven Golden Cities!

The piece is a combination of agressive, cinematic percussion and eerie didgeridoos.

It was a lot of fun writing this one (Y)

11-02-2015, 04:41 AM
Last week I took part in the Procrastination game jam, making retro sound effects for this megaman-inspired sidescroller, Lazy Backventure!

It's still a work in progress, so more will follow...

Play it (and leave a comment) here:

11-16-2015, 05:03 AM
Couple of things this week:

I now have an official page on iMDB, following my work on the upcoming game Fallen Angels.

Also, here's a new track. Featuring an acoustic guitar and some vocal 'oohs'.

11-30-2015, 10:31 AM
All of last week I was making pig and dinosaur noises!

The pigs were for an upcoming mobile game, you canhear the first soundtrack piece here:


The Dinosaurs were the beginning of my work with Arcupion Art, making sound for their game Dinosaurs: A Prehistoric Adventure