
SOUND DESIGNER & AUDIO ENGINEER
C.J.RIDINGS

PAST WORK

Destiny 2: The Final Shape Cinematic Role: Sound Design
Crafted within Pro Tools using original sounds, curated libraries, or a harmonious blend of both to conjure an immersive soundscape and narrative for this cinematic. My sound design was used for the official release. Did not contribute to music or mix.

Call of Duty: Black Ops 6 Trailer
Role: Sound Design
Utilized Pro Tools to craft an immersive soundscape and narrative for this cinematic, incorporating original sounds, libraries, or a blend of both. Additionally, I enhanced some musical elements. My sound design was used for the official release. Did not contribute to the VO or mix.

Destiny 2: Lightfall Reveal Trailer
Role: Sound Design
Worked within Pro Tools to create an engaging soundscape and narrative for this cinematic, utilizing original sounds, libraries, or a mixture of the two. My sound design was used for the official release. Did not contribute to VO, music, or mix.

Fortnite Cinematic
Role: Sound Design
Designed an immersive soundscape and narrative for this cinematic using Pro Tools, incorporating original sounds, libraries, or a balanced combination of both. My sound design was used for the official release. Did not contribute to VO, music, or mix.

Honor of Kings Trailer Redesign Role: Sound Design (No Music)
Crafted within Pro Tools using original sounds, curated libraries, or a blend of both to create an immersive soundscape and narrative for this trailer while leaving space for music. I did not work on the official release. This is a redesign strictly for my reel.

Walking Dead: Saints & Sinners
Role: Sound Design and Implementation
Worked within Pro Tools, Wwise, and Unreal to develop a range of expressive weapon sounds, employing original sounds, sound libraries, or a combination of both. My sound design was used for the official release.

Smite
Role: Sound Design
Worked within Pro Tools to create new layers of sound to match fun, new skins and animations of existing Smite characters, Bacchus and Guan Yu. Bacchus is now a top hat and suit wearing cat that wields a fish as a weapon instead of his usual wooden club and Guan Yu is now a haunting and ethereal ghost. Since Smite is a competitive game in which sound cues are a massive part of the gameplay, some original layers for abilities needed to remain and be blended with new, exciting sounds to bring the skins to life. My sound design was used for the official release.

Need for Speed Mobile Cinematic
Role: Sound Design
Designed a fast paced and exciting soundscape for this cinematic using Pro Tools, incorporating original sounds, libraries, or a combination of both. My sound design was used for the official release. Did not contribute to music or mix.

Wwise Spaceship Engine Demo
Role: Sound Design and Implementation
Designed assets for a spaceship engine and assembled the layers in Wwise then used an RTPC based on the speed of the in game craft to modify the pitch, volume, and tremolo speed and depth to create a satisfying and responsive sound of a sci fi vehicle.

Aggressive Stingers Library
Role: Composer, Performer, Engineer, Mixer, Mastering
Worked within Pro Tools to produce a series of musical cinematic stingers within the extreme metal genre. I took charge of the entire process, encompassing composition, performance, mixing, and mastering.
