Jack Menhorn

Sound Designer

Jack Menhorn is Sound Designer for video games. Also Editor in Chief at DesigningSound.org and a panelist on Game Audio Hour

November 2014 update

Robots Need Love Too is now on Android! I did the music and SFX and technical sound design! You can also can download the soundtrack album for free!  Grab it on Bandcamp.

ROBOTS, ROMANCE, and rewarding PUZZLES. Create a path to unite two robots in love! From the creators of the hit card strategy game, STAR TREK™ RIVALS, comes ROBOTS NEED LOVE TOO, a quirky puzzle game where only YOU can help the robots find true love.

I worked on some game jams recently like The Knighthood of the Supremely Awkward and grepr. Check them both out as they are cool and also probably rad.

In Soviet Russia, you are bullet. Created in seven days for the 2014 7DFPS challenge. Built by Evan Todd - http://et1337.com Audio by Jack Menhorn - http://jackmenhorn.com Special thanks to the Unity Asset Store for several free models and textures and to Mixamo for the Sentinel model and animations.

I also did an audio test for Wargaming which was super-fun!  Check it out:

For the player’s tank I wanted to be as authentic to the KV-1’s engine sound as I could. Unfortunately there aren’t any sample libraries of Soviet tanks that I have found and recording one was out of the question! So I resolved to at least use a V-12 engine as to get as close to a Kharkiv model V-2 used in the KV line as possible. In the end I used a Centurion tank from a friend’s personal library mixed in with some metal armor foley and rock debris samples for the tank treads. The Centurion is British and not Soviet; but is a huge tank like the KV so it hopefully will convey a similar weight and power. For the enemy tanks’ engines I used the M42A1 library from Rabbit Ears Audio. I used this library for two reasons: mainly because its a fantastic library that works really well in a linear setting, and because the M42A1 has a bunch of rattly bits and squeaks which helped distinguish it from the player’s own engine. I wish I could have been more authentic with the enemy engines but time, resources, and budget were certainly factors in working on this video. For the gun I worried much less about authenticity as *any* quality source for tank weapons is hard to come by. I focused more on making the gun sound big, cool, and satisfying. If there were multiple guns shooting at close ranges I would have made each one distinct for aesthetic and gameplay reasons. Fortunately I only had to really worry about designing one close up gun! The distant gun fires I wanted to sound distant but solid so I made sure to use distantly recorded explosions and weapon fires for these. This is of course one of the few applications for such material anyway! VO is such an important informational tool in the game I did not want to neglect it for this test. I used a text to speech website and good old Google Translate to learn approximately how to pronounce a few phrases like: “we’re hit” and “got them” in Russian and recorded myself doing what is no doubt a very inaccurate Russian accent and pronunciation. For overall design I tried to make the audio spectrum of outside the tank and using the turret inside the tank more distinct than is currently implemented World of Tanks. I also added a bit more UI sounds with the zoom and weapon cooldown/zooms to help show off that part of my design ability. Thank you for reading my description! -Jack Menhorn

And finally I did a demo video of making synth swooshes in Whoosh:

This video is about making whooshes with Whoosh, Hysteresis and Plug'n Script

Robots.