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