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BIO

Hi, I’m Matt. Thanks for checking out my page.

I’m an audio designer currently working at Epic Games, based in New York City, originally from Barnsley in the UK.

After moving to the United States, I sidestepped from my career as a professional musician to marry two of my greatest passions: sound and video games.

I earned my Professional Certificate in Game Audio Design and Production from Berklee College of Music and in 2021 graduated with a Master’s degree in Music Technology at NYU Steinhardt.

In 2019, I was named a Game Audio Network Guild Scholar and in 2020-21 served as vice-chair for the newly-formed Game Audio Network Guild Audio Accessibility Committee, a new venture founded in an attempt to increase awareness of accessibility and to improve access to games through audio.

I love gaming, reading, soccer, playing music, studying Japanese, Mandarin, French, and Spanish, and watching anime with my wife and daughter.

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SKILLS

Click here to view my full resume.

 
 
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Unreal Engine 4 | Unity

 
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Wwise | FMOD

 
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Reaper | Pro Tools | Adobe Audition | native & third-party plugins

 
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C# audio scripting | Blueprints Visual Scripting | MAX/MSP | Git

 
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field recording | foley | live sound


influences

Some of the people who inspired me to make sounds for a living.

Gary Rydstrom

Ben Burtt

David Farmer

Martin Stig Andersen

Jimi Hendrix

 
 
 
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Demos

Soul: City - Gameplay Demo

Soul: City is an Unreal Engine 4 project demo set in the dark underbelly of an expansive city. I took out all the existing sounds and recreated the audio from scratch, designing new sounds and implementing them in-engine. Enjoy a playthrough of the level in the video above.

 

Soul: City - Audio Breakdown

In this video, I talk through the design process and in-engine implementation of sound in the Soul: City demo level.


Credits

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Fortnite

Role: Audio Designer

I design and implement audio for everything from weapons to cosmetics, ambiances to UI sounds.


Unreal Engine 5: Valley of The Ancient

For our reveal of Unreal Engine 5 Early Access, I designed and implemented sound in UE5 for Echo’s foley, various ambiances, and edited and implemented foley sounds for the Ancient.

Unreal Engine: MetaPets

Part of an Unreal Engine April Fools joke, I designed the sound for the pupper in this short video!


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Game Engine: Unity

Middleware: Wwise

Cetus is my master’s thesis project. Inspired by blind and visually impaired gamers, I began this project with the aim of both addressing accessibility issues in gaming, and to expand the horizons of audio games, specifically in the VR space.

My research for this project draws from several areas, including the science of three-dimensional auditory perception, sound design, game audio, and audio-only accessibility applications.

Cetus is an emotional experience told through audio, allowing the player to pilot an underwater submersible in an attempt to find the last remaining member of an ancient underwater species.


Studio: NYU Future Reality Lab

Role: Lead Sound Designer

Game Engine: Unreal Engine 4

The Outpost is a VR project that was demonstrated at the SIGGRAPH 2020 Virtual Conference. Participants donned their VR headsets, grabbed a drink (a real one), and were transported to an alien world to share some much needed social and relaxation time together.

My role was to create all sound assets, supervise the composer and technical sound designer, and to coordinate with the lead creative designer to shape the audio vision.

Studio: Parallux

Role: Sound Designer

I designed several UI, foley, and ambient sounds for the Virtual World Builders display for Comic-Con@Home. FutureTechLive! showcases the latest advancements in technology such as gaming, virtual reality, and augmented reality. In 2020, the virtual “World Builder” display allowed people to walk around FutureTechLive! and explore the installations from home.


CURRENT WORK

Currently working on Fortnite and Unreal Engine projects at Epic Games!

 
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mfishersound@gmail.com