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Jon Lloyd

  • work
  • Interactive
  • Podcasting
  • About

Respawn - Dialogue Designer

 

VO Design

This character is a cybernetic-esque entity speaking through a non-human resonant architecture. The foundation is cleanup and leveling — Supertone Clear, DxRevive, and RX — before any character processing begins.

The main processing runs across three parallel frequency chains: low, mid, and high. Splitting the signal this way allows each band to be shaped independently without the processing in one range compromising another. The low chain focuses on rich lower-mids and sub extension, using GRM Tools resonators, frequency shifting, and subharmonic generation to build physical mass and movement. The mid and high chains add harmonic complexity and distortion character while preserving the intelligibility of the performance. A dedicated layer targets plosives, fricatives, and sibilance — accentuating rather than suppressing them, so the articulatory texture of the performance becomes part of the character's identity.

The chain is designed to scale — the same signal flow and processing logic can be applied consistently across thousands of lines while keeping the emotional intent of the performance intact.

 

Diablo IV Cinematic Sound Re-design

Re-design of a recent Diablo IV cinematic.

Planetary Colony - Environmental Sound Design & Implementation

All sounds hand-authored by me and then brought into engine. I used the native Unreal audio implementation rather than middleware, utilizing blueprints & metasounds for custom emitters and generation systems. Some examples of these custom systems are quad ambiences that stay world-locked, and pump machines which have multiple stages of generation (hisses, upstrokes, downstrokes, boom, etc), allowing for small but important timing, pitch, and layer variation as well as layer-specific distance attenuation curves. I also used metasounds for the dynamic footstep system which generates a line trace to detect the ground’s physical material and could be easily expanded to include character foley as well as to implement additional layers of variability / material combinatoriality.

Additional Dialogue Excerpts

History This Week — Podcast Excerpt — History Channel / A&E.

Scamfluencers — Podcast Excerpt — Wondery / Audible. Excerpt from one of 700+ episodes I engineered / sound designed across the Audible catalog.

 

Exodus Cinematic Sound Re-design (Secret Level)

Re-design of a section of the Exodus episode of Secret Level.

Endless Realities (Permanent Installation at Moco London)

High-traffic permanent museum installation piece. Soundscape and tonal design, implemented a 6.1 channel immersive playback system and mixed audio for this specific room. This video is a reel I made to show some of the visuals with an excerpt of a section of sound I created for it.

Enemy sound design - Sword Demon

Gait and attack combos for a sword demon.

Xfinity - Summer Olympics 2024 ASMR Tennis Advertisement

Xfinity ad for the 2024 Summer Olympics that featured ASMR-style sound design and whispered VO. Sound design and mix by me.

 

Bronco - 2023 Advertisement

Sound design and mix by me