[NAME] | Matthew Florianz |
[ROLE] | Head of Audio Design |
[EMPLOYER] | Frontier Developments (since 2014) |
[CONTACT] | GAMEAUDIO @ MATTHEWFLORIANZ.COM |
Projects
Shipped Games
About
I am a multi-discipline gamedeveloper that has specialised in game audio. Currently head of audio design at Frontier Developments. In 25 years of gamedev I've helped ship award-winning games such as Elite Dangerous, Planet Coaster, Jurassic World Evolution, F1 Manager, Little Big Planet and Planet Zoo.
I have managed and grown a team of talented audio designers, working on original and licensed projects.
Contributions to our tech include high level design of bespoke voice management, distance-based attenuation, contextual and player-centric mixing, and data-driven audio delivery through tagging of assets and gameplay events. I've also developed our project mixing and maintenance philosophies and oversee the mix on all of our shipped games.
I have participated in industry gatherings and presentations, such as Develop in Brighton and a GDC deep-dive on the technology and solutions used in our user-generated, open world games.
I am determined to learn (also from my mistakes), sharing, collaborating and creating immersive audio experiences that keep player relevant information front and center in the mix. In my role as head of design I strive for improving efficiency by removing implementation roadblocks, bettering cross discipline cooperation and enabling my team to own the projects they work on.
I have shipped games in the roles of game-, level- and graphics-design, video editing, pr and marketing which informs a project-oriented and cross-discipline, collaborative approach to Audio deliverables.
Nine years at Frontier Developments, contributing to all major titles since joining: Elite Dangerous, Planet Coaster, Planet Zoo, Jurassic World Evolution, Age of Sigmar: Realms of Ruin and F1 Manager. Most of those games have received multiple audio award nominations.
Worked closely with audio leads, hr and the director of audio to recruit our next generation of audio designers and establish a new internal Audio Design Services Department to manage project staffing and recruitment challenges.
We lowered barriers of privilege and access to gear and software while fully anonymising the hiring process. More info here: https://www.linkedin.com/pulse/lets-lower-barrier-entry-working-game-audio-frontier-matthew-florianz/
Manage and enable the team of audio professionals to do their best work, facilitating their needs and trusting leads to manage their teams and projects.
Infectiously optimistic, curious, an autodidact learner, bridge builder (across disciplines), multi-discipline experienced, a lateral thinker and creative problem solver, putting trust in the team and empower them accordingly.
Additional Relevant Experiences
Miscellaneous development experience (non audio):
Game designer on four shipped title.
Level designer on three shipped titles.
Scrum and agile (assisted) management on three shipped titles.
Technical Certification on two shipped titles.
QA on two shipped titles.
Marketing and PR for a game distributor (3 years).
GUI/UI and Web Design (3 years).
Video production and reporting (2 years).
Awards and Nominations
Jurassic World: Evolution 2 / 2022
Best Sound Design in Gaming Finaliost - Music & Sound Awards 2022
Jurassic World: Evolution / 2020
Best Music Nomination | Game Audio Awards 2019
Best Audio Nomination | Develop Star Awards 2019
Best Gameplay Nomination | Develop Star Awards 2019
Best Audio Design Nomination | Golden Joystick Awards 2018
Planet Coaster / 2017
Music Design Nomination | Develop Awards 2017
Sound Design Nomination | Develop Awards 2017
New Games IP Nomination | Develop Awards 2017
Independent Studio Nomination | Develop Awards 2017
British Game Award Nomination | BAFTA Games Awards 2017
Audio for an Indie Game | 15th GANG Award Nominees
Sound Design in a Casual/Social Game | 15th GANG Award Nominees
Elite: Dangerous / 2015
Best Audio Accomplishment Nomination | Develop Awards 2015
Articles
Game Audio Toolkit | Tips, Tricks and Ideas for creating Game Audio
A Sound Effect | Creating Jurassic World Evolution's Excellent Game Audio
AudioKinetic | Using Data to Generate Dynamic Crowd Audio (1/3)
AudioKinetic | The Crowd Soundbox System (2/3)
AudioKinetic | Additional Layers (3/3)
Develop | Designing the audio for Planet Coaster
Frontier | The Sound of Planet Coaster
PCGames | A sound designer took over an entire theme park
Press Quotes
Sound Architect | Planet Coaster
"... Let's begin with saying that this is probably one of the best games I've heard in a while. As you build your park, you navigate extensively through menus, selecting and manipulating objects to taste. These menus have their own flavor and intricacy that makes them satisfying to navigate. The level of detail and how clean everything sounds is incredible. The mix on Planet Coaster is phenomenal. Everything sits just right, not too loud and not too soft. If you were to crank the volume up, there isn't a single sound that is jarring or in your face; everything is where it should be ..."
Eurogamer | Planet Coaster
"... That's no more apparent than when you switch to first-person view and begin to explore your park at ground level. It's here that Frontier Development's exceptional audio-visual design and slavish attention to detail truly shines. Wandering among your elaborate creations as the sun slowly sets, hopping aboard any one of the wonderfully distinct rides, and watching as punters giddily emote at the world around them is utterly magical; everything comes together with such joyful precision that it's hard not to be spellbound ..."
LGR Review | Planet Coaster
... a game crafted with care. The interface feels familiar yet modern. The graphics look promising. And there is this soothing soundtrack by Jim Guthrie and JJ Ypsen playing in the background which instils a sense of focus and calm ... Planet Coaster is also just a gorgeous game, which of course it isn't necessary for to the business side of things but it is a great plus for a 3d park like this.
The Sound design is also right on point, giving you all the screams, coaster whooshes, crowd chatter and rickety mechanical audio cues ones needs to suspend disbelief. You can also customize this further with ambient sound generates and music customisation. And yes this also lets you drop in your own music tracks to fine-tune your parks audio visual theme.
GameSpot | Planet Coaster
... one of my favourite things about the game, so far, that I have discovered is the sound design ... Joey on GameSpot's Planet Coaster Live Stream ...
High Def Digest | Planet Coaster
"... authentic, rich soundscape. The coasters are especially good, with all of the clicking, whooshing, and screaming you'd expect ..."
EDGE | Elite: Dangerous
... Even at this early stage, Elite: Dangerous is already living up to its subtitle. Your ship creaks and groans under stress, its engine and weapons sounding at once identifiably mechanical yet unfamiliar ...
Rock Paper Shotgun | Elite: Dangerous
... The core sensation of being in space is something I've written on before, and Elite does it so very well that it deserves any award going. 'Best Sound' especially - its combination of sciencey noises and Eno/Apollo-like celestial moans is comfortably the most affecting thing my headphones have done this year, if not longer ...
The Guardian | Elite: Dangerous
... Beautiful visuals, absorbing audio and super-smooth controls ...
PC Gamer | Elite: Dangerous
... utterly extraordinary sound design ...
Mmorpg.com | Elite: Dangerous
... VISUALS AND SOUND - 10 ...
Ign | Elite: Dangerous
... superb graphics and sound ...
Eurogamer.de | Elite: Dangerous
... eines der besten Sounddesigns des Jahres ... ...
PC Gamesn | Elite: Dangerous
... Elite: Dangerous is glorious simply to listen to, chucking out sci-fi's tired standard of pew-pew tropes for an original and remarkable style all its own ...
quartertothree | Phoenix HD
... (Phoenix HD) While most games like this tend to play action music - or J-pop interpretations of action music - Phoenix HD plays a soothing almost Vangelis style theme. "Just relax," it seems to electronically intone. 'Breathe, take your time, have fun...' Thanks, soundtrack! I think I will! ...
IGN | Star Defense
... Star Defense benefits from superlative visuals and sound ...
EuroGamer.net | The Chronicles of Spellborn
... (The Chronicles of Spellborn) Combined with the truly lovely environmental art, the unique setting makes for a game that's a joy to explore. Soft edges and diffuse lighting abound, with beautifully composed incidental music and background sound giving the whole game an evocative twilight feel ...
Birmingham Post and Mail | Album GrijsGebied
... (GrijsGebied) Florianz makes truly immersive sound art which owes everything to the European tradition of early Tangerine Dream and the pure aesthetics of Brian Eno at his most abstract. ...