Audio for Video Games and Apps

Game Audio, FMOD Development & Sound Design

I create music and sound effects for video games, apps, and digital media, bringing together a background in game audio software engineering and hands-on music production.

My experience spans audio engineering on EA’s NHL series through to recent commercial work with FMOD Studio and the FMOD Engine. I bring both a developer’s understanding of game audio and a sound artist’s ear to each project.

FMOD Developer & Sound Artist

Looking for an FMOD developer or a sound designer comfortable working in FMOD Studio? I recently expanded my FMOD skills and put them into practice on a commercial project, working with its audio engine and authoring environment.

The project is still unreleased, so I can’t share the title or details yet. It adds recent, practical FMOD experience to my longstanding background in game development and audio production.

If you need music, sound effects, or FMOD audio development for your game, get in touch to discuss your project.

Sample Tracks

Here are some samples of recent tracks I produced for local indie client Huck Games:

Modern Mars

This one is a riff on Gustav Holst’s “Mars, the Bringer of War” which used the progression and melody from Holst, but in a modern 4/4 time signature and with digital production.

Trundle of the Bear

Intended to capture the essence of a bear trundling through the woods on an exploratory mission, this gameplay loop is playful and perhaps more light on it’s feet than a bear.

My History as a Game Developer

NHL 98

I started out my professional career in the Video Game Industry at Electronic Arts in Vancouver around 1996. My passion for sound and audio quickly found a role for me on the NHL Hockey series at EA working as an Audio Software Engineer along side amazing sound artists, producers, and technologists.

In fact, back in that era, EA still produced original soundtracks for all the games, and recorded all the dialogue for Play by Play and Colour Commentary in house. I was proud to work on the first in-game Play-by-Play Engine on the Playstation 1 for NHL 98 among other innovations in real time audio at the company.

Following my time on the NHL series, I went on to work and collaborate on a variety of different game franchises for different studios and publishers over a 10 year period until I ultimately started my own development studio, Finger Food Studios.

Game Credits

My game credits are as follows:

Programming/Engineering
NBA 09: The Inside (2008, PlayStation 2)Programming Team (credited as Trent Shumay)
Need for Speed: Underground – Rivals (2005, PSP)Lead Programmer
FIFA Soccer 2004 (2003, PlayStation 2)Additional Programming
Def Jam: Vendetta (2003, GameCube)Additional Programming 
Def Jam: Vendetta (2003, PlayStation 2)Additional Programming
NHL 2003 (2002, PlayStation 2)Programming
NHL 2003 (2002, Windows)Additional Programming
NHL 2002 (2001, Windows)Technology Support (Additional Programming)
NHL 2001 (2000, PlayStation 2)Rendering Programmers
NHL 2001 (2000, Windows)Rendering Programmers
NHL 2000 (1999, Windows)Rendering Programmer
NHL 99 (1998, PlayStation)Core Team Programmers
NHL 99 (1998, Windows)Programming
NBA Live 99 (1998, PlayStation)Analog Controller Support
NHL 98 (1997, SEGA Saturn)Platform Programmers
NHL 98 (1997, PlayStation)PlayStation Programmers
NHL 97 (1996, Windows)Front End
Audio
NHL 98 (1997, Windows)Music
Technology
NHL 2002 (2001, PlayStation 2)Technology Support
Other
SOCOM: U.S. Navy SEALs – Tactical Strike (2007, PSP)Slant Six Games