Games
Samuel is a professional Audio Designer for Games, currently working at Dambuster Studios, Nottingham. Before his current role, he spent 2 years working at the now-closed Free Radical Design on an unannounced TimeSplitters project. He has a passion for bold, beautiful sound design that is driven by game data to dynamically provide players with the most salient information from moment to moment, whether empowering them to make well informed gameplay decisions, or contributing to immersion and the overall emotional experience.
Samuel values excellence in both creative audio design and technical implementation, and enjoys solving problems and striving for greatness in both of these areas of his profession.
See below for selected works.
Dead Island 2: SoLA (2024)
In December 2023 I started working at Dambuster Studios, Nottingham. Here, I started my role as Audio Designer by working on the second story expansion to Dead Island 2: SoLA.
I designed audio for the Legendary Sawblade Launcher weapon, various ambient spot effects and interactions, edited dialogue, fixed audio bugs and contributed to various polishing efforts and optimisations in the run up to release.
SoLA was my first release on current generation console platforms, and my first major PC release.
Bright Ideas (2021)
Bright Ideas is an interactive music experience made in Unity, using Wwise audio middleware. It was created over a week for a game jam. All audio, visual assets and game code was created by Samuel.
Gameplay Demonstration
Tech Walkthrough
Dreams, Incorporated (2020)
Dreams, Incorporated was made for the GMTK20 game jam in July 2020 over 48 hours.
Playing to the strengths of our team, we created a game that leant heavily on the creation of a very deliberate emotional aesthetic. The game is an interview with a mysterious organisation in order to 'shape your simulation'.
To me, the most exciting feature is the adaptive musical score. Pessimistic player responses cause the music to darken, mirroring the emotional state of the player, or the character they choose to role-play as. Similarly, positive, optimistic answers create a more ecstatic, joyful musical accompaniment.
Sound and music: Samuel Hollywood-Summers
Coding and procedural visuals: Jo Godfrey
Story: Jack Sanderson-Thwaite
High School (2019)
High School was made over a weekend for the Rhein-Main Jam in 2019.
The music and sound pay homage to the soundcards in old games consoles, bringing a chiptune aesthetic to the game.
The birdcalls were synthesised procedurally in Pure Data.
Sound and Music: Samuel Hollywood-Summers
Programming: Markus Nocon, Tobius Bück, Torben Wetter
Art: Viktor Heckle
Jam Games
I love game jams. Dedicating a short period of time to develop a complete game from scratch, alone or with collaborator, is an intense and rewarding way to exercise the creative muscles.
See the collection of games linked here for a selection of my recent jam game contributions. The list is always growing, and contains 12 games at last count.
Want to jam? Reach out.