I’m Ben Redmond, a motivated Creative Music Production student with hands-on experience in hospitality, customer service, music production, graphic design, video editing and web-based creative work. I thrive in busy environments and enjoy turning ideas into polished projects that mix sound, visuals and digital media.
I bring reliability, organization and a collaborative mindset to every role, whether I’m working solo or with a team. My goal is to combine audio production with design and web skills to create engaging experiences for audiences and clients.
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In an era where artificial intelligence can generate fully produced tracks in seconds, the role of the music producer is being redefined.
This project explores whether AI will replace human creativity or simply transform the way producers work.
As AI becomes more integrated into music production, it challenges traditional ideas of authorship, originality, and artistic skill.
Understanding this shift is essential for predicting the future of the music industry and the evolving role of human creativity within it.
A sound redesign project where I replaced the original gameplay audio with custom-designed sound effects, ambience and layered audio elements. The aim was to build tension, support the sci-fi horror atmosphere and demonstrate my approach to sound design for gameplay.
For this animated short film, I collaborated with a college friend on the music and sound design for a project created by IADT animation students. My main role focused on sound design, instrument selection, and the mixing and mastering of the music, while my collaborator composed the score using MIDI. The project gave me experience working with animation, supporting narrative through sound, and balancing music with designed audio elements.
This is a non-commercial sound redesign exercise created for portfolio and educational purposes. For this project, I redesigned the sound for a scene from The Incredibles, using custom sound effects, recorded audio elements and layered sound design to support the action, timing and atmosphere of the scene.
Original film footage and music belong to Walt Disney Studios / Pixar and their respective rights holders. The original score used in the clip is “Lithe or Death” from The Incredibles, composed by Michael Giacchino. This project is not monetised and is intended only to demonstrate my sound design, editing and audio-to-picture skills.
For one of my graded practicals, I created and implemented the full sound design for a simple side-scrolling horror platformer game. The original game was silent, so my role was to build the entire audio experience from the ground up, including sound effects that supported the gameplay, atmosphere, and horror theme.
I used FMOD to integrate the sounds into the game and make the audio respond properly to the player’s actions. This included creating sounds for movement, interactions, environmental moments, and key gameplay feedback. The goal was to make the game feel more immersive and tense by adding audio that matched the dark, unsettling style of the platformer.
As part of the project, I also experimented with sample variation for footsteps. I created multiple footstep sounds and used FMOD’s randomisation feature so each step would have slight variation rather than sounding repetitive. I then integrated this system into Unity’s code so the footsteps triggered correctly during gameplay.
Overall, this project helped me improve my understanding of FMOD, Unity implementation, and practical game sound design. It was an important step in learning how to take a silent game and turn it into a more complete and engaging audio experience.
For my CA1 in the Music Production for Games module at IADT, I worked on a survival shooter game project to practise using FMOD and develop my sound design skills for interactive game audio. The aim of the project was to create and implement original music and sound effects that reacted to the player’s actions and the changing gameplay environment.
I created the music and sound design myself, then used FMOD to integrate the audio into the game. This allowed me to explore how audio can support gameplay by responding dynamically rather than simply playing as a fixed track. I designed sounds for key gameplay elements such as powerups, health changes, safe areas, and increasing danger levels.
A major part of the project involved using automation and parameters in FMOD. I created interactive audio systems where the music and sound changed depending on what was happening in the game. For example, the danger level affected the intensity of the music, while health-based automation helped communicate the player’s condition. I also used audio changes for power-ups and safe areas to make these moments clearer and more immersive for the player.
Overall, this project helped me improve my understanding of FMOD, game audio implementation, and interactive sound design. It gave me practical experience in connecting music and sound to gameplay systems, while also showing how adaptive audio can improve tension, feedback, and atmosphere in a survival shooter game.
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