• 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.
Microsoft CoreAI Reel: responsible for all original sonic branding, music, sound design, and audio UX from within Microsoft's Motion & Sound team.
00:00 — Original music
00:16 — Microsoft brand track (bespoke composition)
00:22 — Original music
00:30 — VS Code for Education spot (composition + sound design)
00:36 — AI Show sonic signature
00:41 — .NET Conf sonic signature
00:44 — Audio UX sounds, Visual Studio family (interaction sound for 50M+ users)
00:52 — Original music
Motion/video by Lisa Cai & Marie Robbins
FIRST-EVER, MICROSOFT-WIDE COPILOT SOUNDS SHIPPED
Via GitHub Copilot for Visual Studio Code (product sound design + sonic identity for the daily-use developer AI experience)
SOLE SOUND DESIGNER FOR A MAJOR MICROSOFT ORG
Microsoft Developer Division (DevDiv) → CoreAI + CAIDR within Motion & Sound design team — 4-year audio direction across many touch points
PRODUCTS
Visual Studio Family Audio UX | Copilot Chat | Accessibility Insights for Windows | Hey, GitHub (GitHub Copilot Voice) | AI Foundry
MAKE CODE ARCADE
• Guardians of the Galaxy Vol III/Marvel x NASA x Microsoft
• Dungeons & Dragons—Honor Among Thieves / Paramount x Microsoft Partnership
SONIC IDENTITY
CoreAI Sonic Identity — the org behind AI Foundry, Copilot, and the Visual Studio family. Sonic ID assets for broadcast-style motion graphics packages at Microsoft: VS Code, Azure, CoreAI, The AI Show, .NET Conference — bespoke ground-up lower thirds, transitions, stingers, and sonic signatures for marketing and shows
MARKETING
CoreAI, Azure, App Spaces, .Net, VS Code Day, Visual Studio Code for Education, and Live Stream content | AI Foundry
AWARDS
Microsoft Ability Award for Innovating for the Future — Sensory Mixer (multi-sensory accessibility product), 2024
PATENT
Inventor of a USPTO-filed haptic-audio framework (March 2025, assigned to Microsoft Technology Licensing) — musically-tuned cross-device haptic vibration system; to inform upcoming Surface products
RESEARCH
Audio UX work featured in ACM SIGACCESS 2023 publication on accessibility for blind developers. Co-design work with Megan Rogge (Microsoft) and JooYoung Seo (University of Illinois Urbana-Champaign)
PRESS
Hey, GitHub / GitHub Copilot Voice work covered by The Verge and TechCrunch. VS Code Audio UX — headlined in InfoWorld coverage.
Design Studio for Microsoft Developer Division (DevDiv/D3 Studios) → CoreAI + CAIDR (Computational AI Design Research): Motion & Sound. Via Simplicity Consulting (previously 24 Seven Talent Agency). Please reach out to view more work.
When a critical product sound failed to play correctly across audio toolchains — a failure engineering teams couldn't reproduce or trace — I performed RIFF- and hex-level analysis of the file's binary structure to isolate the cause: a malformed metadata block introduced by an undocumented Pro Tools metadata-container discrepancy, with implications for industry-standard WAV interoperability. Identifying the malformed block unblocked engineering, restored the product sound, and surfaced a previously-undocumented behavior with broader implications for the audio toolchain. We learned that Pro Tools tends to export significantly more metadata than other industry standard audio software (e.g. Logic). Some applications are confused by these additional chunks.
Microsoft CoreAI Reel: responsible for all original sonic branding, music, sound design, and audio UX from within Microsoft's Motion & Sound team.
00:41 — .NET Conf sonic signature
00:44 — Audio UX sounds, Visual Studio family (interaction sound for 50M+ users)
00:52 — Original music
Motion/video by Lisa Cai & Marie Robbins
00:00 — Original music
00:16 — Microsoft brand track (bespoke composition)
00:22 — Original music
00:30 — VS Code for Education spot (composition + sound design)
00:36 — AI Show sonic signature
Motion & Sound Package—Examples
Invented a framework for Microsoft that tunes haptic vibrations to musical pitch — enabling pitch-aligned haptic patterns, or "haptic melodies," that can harmonize with audio cues and remain consistent across different hardware. Replaces arbitrary noise with designed, musical feedback;
USPTO-filed · Assigned to Microsoft Technology Licensing. More details available on request.
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:
Original Game Music & Sound Design, Audio Implementation: NASA × Marvel × Microsoft—Guardians of the Galaxy III (MakeCode Arcade Game). More detail about audio involvement here.
Original Game Music & Arranged Music, Audio Implementation: Paramount × Microsoft—Dungeons & Dragons: Honor Among Thieves (MakeCode Arcade Game). More detail about audio involvement here.
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.
The sonic identity won two awards from the International Sound Awards | Audio Branding Academy
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.
All music by Amnon Freidlin.
MA Sound Design Library (impacts, interaction sounds, stingers) by Amnon Freidlin at the following times: Dunk at 00:12, Jump at 00:23, Dunks at 00:25, 00:34, 00:48, & 00:55
Music by Amnon Freidlin. Sound Design by Amnon Freidlin & Ryan Buckley
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
Re-Score Video Editing by Haoyan of America
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
For Bit Fry Game Studios x Apple Arcade x NBA, WNBA, NFL, NHL, MLB, & USWNT
A seductive hybrid of domestic/global pop & cutting-edge music cultures. Low/high/post/no-brow ear-worms with break-the-mold swagger. Please reach out for more details.
For an Experimental After-Hours Tiki Bar in Chattanooga, TN
The dankest of tiki-adjacent, early R&B, girl groups, and JFK-era novelty jams. Please reach out for more details.
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.
Documentation (2011-2019) of Barneys New York creative media projects, which featured composition & sound design by Amnon Freidlin.
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" — a track produced by Megabloom Audio's Amnon Freidlin (aka Honnda), who makes up half of the musical group with Hyperbody.
Featured on ABC's Mike Myers-hosted revival of The Gong Show: Mike Myers dances on-air in elaborate prosthetics to Amnon's track, alongside avant-fitness queen Hyperbody. Celebrity judges Isla Fisher, Will Arnett, and Courteney Cox react throughout.
Mike Myers. Courtesy of The Gong Show