• UI Sounds (00:00-00:12)
• Audio Logos (00:12-00:24)
• Game Trailer Sound & Music (00:24-00:41)
• Audio Logos (00:41-00:54)
• Live Action Spot Audio + Gaming Visual
(00:54-01:24)
Detailed credits here.
PRODUCTS
Visual Studio (Code) | Copilot | Accessibility Insights for Windows | Hey, GitHub |
EXPERIENCES (VIA MAKE CODE ARCADE)
Guardians of the Galaxy Vol III/Marvel x Microsoft | Dungeons & Dragons—Honor Among Thieves / Paramount x Microsoft Partnership
MARKETING
Azure, App Spaces, .Net, VS Code Day, Visual Studio Code for Education, and Live Stream content
AWARDS:
Ability Award for Innovating for the Future, for a new multi-sensory accessibility product
For Microsoft's D3 Studios and beyond, via 24 Seven Talent Agency.
Please reach out to view more work.
Check out the opening titles to hear it.
Developed with D3 studios, sighted & blind engineers/researchers Megan Rogge (Microsoft) and JooYoung Seo (The University of Illinois Urbana-Champaign.
For a deeper dive into this work, including our audio UX design work, Rogge and Seo co-authored a paper: Collaboration Towards Accessible Development Environment for Blind Programmers
Accessibility sounds and never-repeating audio UX design for non-voice elements:
Credit: All sound design by Amnon Freidlin aka Megabloom Audio. All sounds built via synthesis or granular vocal engines.
This reel is a mix of both re-sounded client work and personal projects. Visuals depict non-client parties—they are for demonstration purposes only.
A full sonic identity including spatial-mixed audio logo, modular brand/podcast music toolbox, and UI sounds for the cloud security app. A collaboration between Orca, Amnon Freidlin (of Megabloom Audio), former BBC composer David Reynaud, and the Danish sonic branding agency.
The music and sound take inspiration from the name and visual logo. Orcas hunt with echolocation, which is the use of sound waves and echoes to locate objects and fish.
In the Audio Branding category, Sonic Minds earned a Winner Award for the Orca Security audio logo, recognized for its strategic branding approach and clear audio branding methodology. It also won a Better Sound Award.
Supporting Ultimate Rivals Audio Lead and Lead Sound Designer—Ryan Buckley (Bioshock, Chivalry Medieval Warfare, Lord of the Rings Online and Dungeons and Dragons Online)—Amnon Freidlin created an extensive “Modular Aux Sound Design Library (MA Sound Design Library),” which functions as both SFX and musical punctuations that adapt to the game score’s harmonically evolving music maps. This was the library that made up the game’s stinger system, which Freidlin designed with Buckley.
The stinger system’s MA Sound Design Library is comprised of sound logos, stingers, impacts, and interaction sounds (e.g. markers of “dunk” and “block” states for the user). Many of the SFX are rich in pitch-content which adapt respectively to the soundtrack’s harmonic blueprint to meld seamlessly with its key centers (see image below). Listen to a playlist of some of the highlights.
The game’s MA Sound Library and soundtrack are informed by the Break the Mold music identity, which Amnon Freidlin designed for the UR universe—its key attributes are kinetic, cosmic, sinister, victorious, fun, and near-future.
Visual Production by M Crown Productions, DNBKR, Chrysalys
Sound Design/Music/Engineering by Amnon Freidlin aka Honnda
Additional Video Editing by Haoyan of America, John Gilbert
Listen to the above soundtracks’ individual sound elements:
Audio Logo, Beat, & Full Track
All Sound Design/FX, Mix, & Music are fully reimagined by Amnon Freidlin (aka Megabloom Audio, Honnda)
None of the launch trailer’s original audio is heard. All music, wooshes, foley, ambiences, creatures, birds, impacts, and static sounds are new. This isn’t a commission, but it’s a beloved game!
Musically, the intro evokes D’Angelo-spliced chamber vocal ensembles and Disney-tinged Fourth World-nods. This transitions into a cyber-jurassic banger. Replete with caveman-bravado, it’s a modal re-imagination of early Swans through fantastical goggles.
My favorite sound design moments were glitching out and delaying some blown-out human vocals for the creature sounds (1:04). For the moment pictured here, rather than use a library explosion or impact sound, I compressed and distorted various layers of a tom being struck in an auditorium.
Many times when creatures can be heard, the soundtrack gets low-passed in sync to heighten the drama. Generous uses of the amazing doppler engine—Whoosh by TONSTURM—were leveraged to make moments feel more stretchy and dynamic.
Instrumentation: Processed voice, brass, bass clarinets, e. guitar, sub-bass, percussion, rawhide maracas/tambourines
Sound Design Tools: Processed original vocals, three-layer Doppler Engine (Whoosh by TONSTURM), sequenced based processor Sugar Bytes’ Looperator, processed llama & tropical bird sounds, and various libraries
Led music, sound design, and voice over casting/recording/direction for 15 large-scale productions. This spanned animation, video, interactive AV, social media experience, and art installations.
Above: Music & Sound Design for Barneys 2016 Window Installations & Social Media
By Trey Parker and Matt Stone (South Park), Rob Pruitt, and Studio Job — original music for exclusive window installations "We Are Prism featuring Honnda," and sound design/composition for artist Nick Cave, and Ebony G. Patterson. December, 2016.
Above: Music and Sound Design for Barneys x Haas Brothers Window Installations & Animations
Animated by We Are Prism. | Music/Sound Design by Amnon Freidlin aka Honnda
The notorious avant-pop fitness performance featured Mouthguard88’s “Miami Corrector.” The track was produced by Megabloom Audio’s Amnon Freidlin (aka Honnda) who makes up half of the musical group with Hyperbody.