Jenn Overton
Game Audio and Implementation
Jaoverton21@gmail.com
Reel
Bio
Hi, I'm Jenn (she/her)! I'm a sound designer currently based in Chicago, IL USA. I started off getting a degree in Saxophone Performance and Music Education from Lawrence University. While this was a great experience, it wasn't quite the best fit for me. I ended up doing a deep dive into different areas of sound/music, and game audio was the first thing that truly clicked with me. This eventually led to enrolling in Northwestern University's MA in Sound Arts and Industries Program.At Northwestern I took on as many game audio opportunities as possible. This included game jams, redesigning my own gameplay, building my foley/field recording library, and creating my own levels to design/implement for in Unity and UE5. I also explored opportunities outside of game audio such as creating an instrument with Arduino and Max, designing for audio dramas, and continuing to play saxophone (mainly alto and tenor). At the end of the program I was an intern at The Pardo Brothers LLC working on sound design and implementation for various video game projects!Currently I am freelancing as a sound designer and technical audio designer. I am also looking for an in house position at a game studio or game audio company, and am willing to relocate for a position.
Favourite Games
Death's Door
Baldur's Gate 3
Tunic
The Outer Worlds
Inscryption
Spiritfarer
Stardew Valley
Darkest Dungeon
Skills
Wwise
Reaper
Pro Tools
Unity
Unreal Engine 5
Max
Arduino IDE
Foley/Field Recording
Music Performance
Other Interests
Saxophone
Crocheting
Hiking
My Cats
TTRPGs
Musical Theatre
Portfolio
Sound Design
Inscryption - Daniel Mullins Games
Sound Redesign
Death's Door - Acid Nerve
Sound Redesign
Have a Nice Death - Magic Design Studios
Sound Redesign
Sound Implementation
Escape Room in UE5
This is a level I built to learn Unreal Engine 5 Blueprints and Unreal audio implementation with Wwise.
Gameplay
Implementation Walkthrough
0:00 - Intro
0:12 - Collider Object Events
1:28 - State Groups
2:44 - Switch groups
Parsnip and Rhubarb's Excellent (and Not at All Destructive) Adventure
This is a personal project I made from scratch in order to learn more about Unity game development and practice Wwise Implementation.
Gameplay
Implementation Walkthrough
0:00 - Introduction
0:30 - Ambience State Groups
1:10 - Footstep Switch Groups
2:04 - Object Collisions
3:09 - Object Interactions (lights/tv/Parsnip/Saxophone)
4:33 - Thank you!
Unity VR Escape Room
This is a level I made to learn VR level design and audio implementation using the tools available in Unity. I love puzzle games so an escape room felt like a great way to learn!
Gameplay
Implementation Walkthrough
0:00 - Intro
0:13 - Puzzle 1 - Word Board
0:54 - Puzzle 2 - Interactive Instruments
1:55 - Puzzle 3 - Keypads
Additional Work
Non-Game Audio Things
Sketch of a Sketch in Harmonic Minors
This is an instrument I built using Arudino IDE and MaxMSP.
There are three SoftPot Membrane Potentiometers and two Ultrasonic Sensors on the clipboard. The SoftPots take readings based on pressure placement along the membrane, while the Ultrasonics read distance (in this case inches) from the sensors. A piece of paper gets clipped on the board and the sensors take readings as the performer draws on top.
These values are sent to a Max patch where there are 2 multichannel synths and a setup for FM synthesis. The Softpots change the tempo of the patch and the domains of the multichannel synths, while the Ultrasonic changes the FM modulation and the controls key changes (all in harmonic minors).
Demo
Auricle Season 2 Episode 5 Anam Cara
I did the sound design and mixing for this episode! You can check it out here or find the entire series on any podcasting platform.
Non-Audio Game Things
NORTHWESTERN GAME JAM 2023
Retrace by team Shrimply Sand-tastic
During the first Northwestern Game Jam I did the visuals for our game. The theme was Sustainability. We made a game about the consequences of climate change in Antarctica, set in a time where all life in the area has gone extinct. I made:
Two main maps - past/thriving and current/dead (Unity terrain tools and lighting)
Animals with animations (penguins, seals, orcas) and their skeletons (Blender)
Computer stations where the player can see research logs from the past (Blender)
An aurora borealis that acts as the boundary for each section (Unity Shader Graph)
Cats & Crochet
(you made it this far, enjoy some cute things!)
Rhubarb!
Crochet!
Parsnip!