Hi, I'm Donnchadh

Sound Designer and Audio Engineer. Focused on game audio and interactive sound.

About Me
A sound designer and audio engineer based in Ireland with a BSc (Honours) in Music Production & Technology from Technological University Shannon: Midwest.
I came into audio almost by accident. After touching on it briefly during a PLC course, I took a chance and enrolled without really knowing what to expect. A few months in, I knew I'd found something I was genuinely passionate about, particularly sound design and mixing, which remain the areas I love most.
Since graduating, my focus has shifted toward game audio and interactive sound. The way sound works in games, reactive, layered and constantly responding to the player, is something I find genuinely fascinating and it's the area I'm actively working to build my career in. My toolkit includes Pro Tools, Reaper and Wwise, and my work covers sound implementation, Foley and original sound design for games and visual media.
If you like what you hear or you're looking for someone to collaborate with, I'd love to hear from you.

Please find a collection of my work throughout this page, from sound implementation to audio restoration.

Sound Implementation - ANIMATION

This is an animation I chose to do sound implementation for. Using a mix of recorded Foley and royalty-free SFX, I'm particularly proud of the vocals — for those of you with a keen ear, you might recognise the language: Animalese. It's not a perfect recreation, but I was inspired by popular eastern media, games and shows for the sound design, while keeping it grounded in the visual style.

Sound Implementation- Commercial

This piece showcases my ability to work on commercial media, which can be quite tricky as it tends to be very music-led and not grounded in any particular style. Given free rein, I went with a glitchy but restrained soundscape. The music is not my own creation, as that is not the focus of my skill set.

Audio Restoration- Podcast

The Next Three Audio Files are a before and after of a podcast that had some issues with the recording, mainly the fan in the background, this is a rework of work I had done in my free time from scratch.

Early Version- I had tried using Multiband Compression and EQ Heavily to mitigate the background noise, but I also badly Affected the Original signal, While this might be Satisfactory to some, I wasn't to me.

Using tools from iZotope RX, I was able to significantly reduce the noise. It can sound similar to internet call post-processing, with a gating effect, leaving the audio clear but slightly muffled. I recognise this comes down to personal preference, but this is the version I'm happy with.

Sound Reimagine- Arma Reforger(No Music)

This project was a personal favourite of mine. Using a mix of recorded and pre-recorded SFX from various royalty-free libraries, I reimagined the sound for this game in my own way — with less dramatic explosions and more depth and realism than your average shooter game trailer.

Sound Reimagine- Arma Reforger(Music)

This is the same mix as above, with a royalty-free track added, presenting what the completed mix would sound like on release.

Biscuts-Foley

This piece was made using 99% original, self-recorded sounds — only the ambience is from a royalty-free library. I wanted this to reflect my ability in Foley recording and voice work. I used both my AT2020 XLR microphone and my Zoom H1n field recorder for various sounds.*This piece was uploaded via YouTube due to technical constraints.

Accreditation-

Sound Reimagine- Arma Reforger
https://uppbeat.io/track/roger-gabalda/adrenaline?gl=1m1hpx3upMQ..gaMTc4OTQxMjI3LjE3NDUyNTE0MDA.ga_J12MEFBDB7*MTc0NTI1MTM5OS4xLjAuMTc0NTI1MTM5OS4wLjAuMTY1MDc3NzEwOQ..