Credits

Skydance’s Behemoth (Skydance Games) PSVR2, QST 3, PCVR Associate Audio Designer

The Walking Dead: Saints and Sinners - Chapter 2 Retribution (Skydance Games) PSVR2, QST 2, PCVR Associate Audio Designer

Avowed (Obsidian Entertainment) Xbox Series X, Series S, PC Additional Sound Design

Favorite games

The Witcher 3: Wild Hunt

The Legend of Zelda: Ocarina of Time

The Elder Scrolls V: Skyrim

Dishonored

Bioshock

Star Wars Jedi: Fallen Order

Cyberpunk 2077

What Remains of Edith Finch

Bio

My name is Noah Kankanala and I am an Associate Audio Designer currently working at Skydance Interactive. Prior to this, I was an Audio Design Intern at Obsidian Entertainment.

I have always been passionate about the crossroads between sound, story, and games. At the age of six, I watched as my dad and sister crept through the creepy corridors of the Shadow Temple in Zelda: Ocarina of Time. I can still hear the ghostly moans, deathly traps, and crackling fires reverberating throughout the dungeon. In retrospect, I was mesmerized by how pivotal sound was in conjuring palpable feelings of fear that teleported me into the world, and dimensions of depth that motivated me to dive deeper into that world. 

Subconsciously influenced by this early childhood memory, one of my favorite audio domains to work in is ambience design. I enjoy being immersed in a world, and experiencing audio as a form of environmental storytelling that expresses the story of places, characters, and timelines. I also find great fulfillment in designing sound propagation systems that render environmental audio more believable by adapting based on distance, obstruction, occlusion, and room size. 

I also am constantly eager to explore and apply game data to make the audio experience more dynamic. For instance, I enjoy leveraging kinesthetic input to drive velocity RTPCs, gameplay states to drive ambience variations, and physics properties to modulate impact velocities and surface switches. 

My penchant for leveraging game design data and pillars to drive audio, is influenced by my multi-discipline academic background. I received a Masters in Entertainment Technology from Carnegie Mellon University and a BS in Game Design from Indiana University - Bloomington. At these institutions, I worked in multidisciplinary teams at the intersection of experiential storytelling, emerging technologies, and transformational design. At Carnegie Mellon, I worked on experiences that explored topics including animal sensation (in a project called Vesp), and music theory (in a project called Lyraflo). 

As an audio designer, my goal is to collaborate with others to build beautiful, immersive experiences, and contribute to the storytelling experience through the creation and implementation of audio that elevates the player experience.


skydance’s Behemoth

SFX Sound Design and Implementation

Ambience Sound Design and Implementation

Dredstag Sound Design and Implementation


The Walking Dead: Saints and Sinners - Chapter 2 Retribution

Elevator Sound Design and Implementation

Mission SFX Creation and Implementation

Interactables Sound Design and Implementation

Ambience SFX Creation and Implementation

Weapons SFX Creation and Implementation

Stealth UI SFX Creation and Implementation


sound redesign

Dishonored 2 Gameplay ReDesign

Super Mario Odyssey Cinematic ReDesign

Arcane Cinematic ReDesign

Star Wars Jedi: Survivor Cinematic ReDesign


Lyraflo

Major/Minor Prototype

Why does this piece of music make me feel this way?

Lyraflo is a pitch project that I co-founded with four of my classmates at the Carnegie Mellon Entertainment Technology Center. The pitch concept began in April 2021, and we went through two rounds of pitches with the ETC faculty before being approved to begin project development in the Fall 2021 Semester.

It all began with a question - how can we use the VR space to introduce guests to basic elements of music theory? How can we leverage interactivity, visualizations, and dynamic music to convey music principles?

During a span of four months, we built a series of prototypes exploring the intersection between music theory, visualizations, and interactivity in Virtual Reality. Our experience goal was to foster musical curiosity and enable guests to emerge from the experience with a desire to ask musical questions, e.g. why does this piece of music make me feel this way?

The project has been enriching, as it has given me more experience exploring the VR space, a better understanding of how sound, interactivity, and environment can be married to produce an immersive experience, and a deeper reverence for how experiences can be transformational.

Role: Producer, Composer, Sound Designer

Responsibilities:

  • Write, record, mix music

  • Design SFX

  • FMOD+Unity Implementation & Integration

  • Facilitate brainstorming sessions

  • Maintain product vision

  • Schedule and run meetings and syncs

  • Cultivate a comfortable and exciting environment and space that made the team feel comfortable and excited to explore and create

  • Conduct playtesting sessions

  • Game Design


Vesp

experience the world through the sense of an animal

VESP was a pitch project that I worked on at Carnegie Mellon’s Entertainment Technology Center during the Spring Semester of 2021. The project began in September 2020, and was approved for development in November 2020 following a successful pitch presentation delivered to the ETC faculty. Starting in January 2021, we began rapidly prototyping a series of animal sense experiences. By May 2021, we had consolidated and polished our prototypes into a singular experience that gave guests new insights into animal perception and the world around them.

Role: Sound Designer and Composer

Responsibilities:

  • Designing, recording, manipulating, processing, mixing all sonic assets for the experience.

  • Writing, recording, and mixing the game’s music.

  • Recording and mixing the voice-over of our docent actor.

  • FMOD Integration and Unity Implementation.

  • Post Production sound design and music for our documentation and trailer.

  • Game Design contributions.

  • Playtesting contributions.

Trailer

Bat: Echolocation

Bee: Electromagnetic Reception

Squid: Chromataphores

Elephant: Infrasound