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Credits

Every project is a promise to see the work through, and afterwards a story to tell,

but from start to finish and even beyond every project is a learning experience.

Let me show you what I've learned over the years.

(in order from newest to oldest)

 

The pictures link where possible, but some of these haven't been released publicly.

Destiny 2: The Final Shape

Destiny 2 

- Associate Sound Designer

Lightfall, Defiance, Deep, Witch, The Final Shape, the live service model puts you through the trials of shipping a title over and over in a short time.

I was a big fish in my college pond, but starting at Bungie was like being dropped into an ocean and having to adapt to saltwater. 

I can confidently say my time with Bungie was the single most significant period of growth I've ever had as a designer, an artist, a professional, and as a person as well. I've seen myself grow not just in the quality of my sounds or cleverness of implementation, but in how my teammates trust me as well. I went from being assigned bite-sized tasks to owning season wide mechanics and being aimed in the general direction of entire missions and set loose upon them. I even wound up being crowned the "Vignette Queen" for all of my Foley contributions each season.

Welcome Week

- Foley Artist

It's not every night you get a call from your old College Bestie asking you for a Foley Favor. I got suddenly very good at controlling my breathing since this was the longest runtime I've ever done Foley for and was my first ever IMDb credit.

Welcome Week, a horror film
The House Where They Dwell, a horror game on steam

The House Where They Dwell

- Sound Designer

This was my first game audio project that actually had a full team and coincidentally also my first time experiencing the phenomenon of "the designers added a bunch of content late into development." Pivoting for this sort of thing has turned out to be a lifelong skill. It helps remind us the quality bar can be dynamic. Early on we have the luxury of polishing our work but towards the end we have to be satisfied at "good enough" and get the game out the door.

Tea Dragons

- Sound Supervisor

Jordan Fleming, the director I worked with on Hex limit (see below), approached me during a fire drill of all things. She was a fan of my work on her previous film and wanted me to lead the sound of her next animated short. I proceeded to put together the largest team of audio people I'd worked with thus far and thank goodness.

I needed every single one of them because during production

I broke my wrist and could only use my left arm, but we got it done.

Tea Dragons, hybrid animated short film
Tag Tam, 2d animated short film

Tag Team

- Sound Team

Tag Team was a very sharp contrast to Tea Dragons. Where Tea Dragons favored more literal and realistic sound design, Tag Team wanted a more cartoonish, video game-y, almost anime-like sound to it. Aside from creating music and recording dialogue, the entire sound of the film was done by myself and my friend HyunWoo (Eric) Kim. We passed our ProTools sessions back and forth working almost around the clock to get it done in time. My sleep schedule was ruined but it was such a fun project to work on.

Smoothie Heist

- Sound Editor

A lighthearted comedy about friendship and... breaking and entering? This was another project I worked with Lily Adams as my sound supervisor. It was this project where I realized the value of this smallworld industry. You work well with someone, they remember what you've done, and they call on you again. 

Smoothie Heist, a comedy short film
Hex Limit, hybrid animated short film

Hex Limit

- Supervising Sound Editor

This was an ambitious project done by the newly formed SCAD animation studios that combined 3D animation with 2D visual effects in a style reminiscent of the music videos made by Riot Studios. I spear-headed the hard effects and focused a lot of energy into making the vehicle sounds feel unique and fitting to their respective characters while delegating other areas to two other effects editors. I wasn't the best at leading, but it was a learning experience that equipped me to be a much better leader down the line.

Wander

- Sound Editor

A cute little 2D animation about a young boy getting lost in a supermarket and my first time working with Lily Adams as my supervisor. I got to have fun experimenting with creature design which I didn't have experience doing. We went through several iterations for what the "monster" sound should be before landing on some truly unholy sounds I was able to make by destroying my throat. All in all a very worthwhile experience to be a part of.

Wander, 2d animated short film

Copyright © 2024 Nadia VanDriest. All Rights Reserved. All clips and art shown are copyright their respective owners.

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