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Some of the most Extraordinary Voice & Audio Work
you'll ever hear from a single talent!


You’ve likely heard Mike’s unique voice work, somewhere! 

Now, Mike offers his talents to Game Developers & Animators! 
 (Limited Availability)

He puts as much brilliance and detail into Game Sound as he does for the Voice Industry!

Mike does not function as an in-house Sound Designer. Instead, he specializes in custom areas for your needs.  He produces Specialty Voice Audio, Environments and Weapon Sounds for extremely immersive Gaming.
Known as “Awesund” to the gaming community, Mike has created new, original sound designs, custom-fitted to many games starting with the original Quake and SiN!  His sound-mod work with Medal of Honor was published in PC Gamer and brought serious accolades from military personnel, praising the "Added Realism!” 
With a firm knowledge of all aspects in Game Sound Programming, Surfaces and Parameters; Mike is familiar with how it all works. He's even built a few maps.

"I work with the programmers to give Gamers the best audio experiences possible!"


Mike additionally functions as a Creative Consultant for many aspects of game design.  
   “Great sense of realism!”                       “A pleasure to work with!”

 'Bang for the Buck'  is a literal term, when you work with Mike!"
You can also hire Mike to review specific areas of your existing sound designs, or test-play the game!   He will most certainly have some attractive & innovative ideas.

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Mike: on Game Sound Design

So many games continue to use the same sound effects from known CD sound libraries. While some sounds may work fine, others do not...but they use them, anyway!  
They’re just too damned generic at this point!  We should all be familiar with a few common ricochet and gunshot sounds that seem to find their way into so many of our games…If the CD sound file reads, “Shotgun”, many designers will just insert that as the sound for the "Shotgun" without modifying how it fits the game or environment…A sound used for a pistol may not be effective when looped as an automatic weapon, but they'll use it anyway.  An empty clip makes a different sound than a full clip, when inserted into a gun. Slide-cocking a semi automatic pistol makes a different sound when there’s a full magazine vs. an empty one.  These details are constantly overlooked.  I feel that these things are not given enough attention.  I take sounds and re-work or customize them to be as effective as possible.  
I actually do go into the field and record my own sounds when needed.

Total immersion is the desire of every gamer; so why not ensure that the customer is Absorbed and Happy!?

If you’re audience is a mature one, you need quality voice acting. 
There’s nothing worse than an otherwise competent game, getting a ‘Fail’ for voice acting and sound design!  The immersion looses crucial elements.  Convincing voice work is as essential for Gaming as it is for Animation and Motion Picture! 

Another area where even the best intentions can fail is with unrealistic or annoying use of the sounds or voices; and how they’re programmed to play or repeat.  Designers should produce more sounds/lines to be played in a random sequence.  The more variables available, the better the experience.
 

Recent Sound Reviews:
 
 Red Dead: Redemption - 7.75/10
-  What a fantastic virtual world to play in! 
Solid sound designing, voice acting and utterly realistic world lighting, physics and terrain.  And for the amateur geologist; Hell, this game even has Strata!  lol.  The rock and terrain surfaces are a solid 10!  This attention to so many details is what modern gaming should be.  A quality game should cause the player to daydream about getting back to that 'World' ASAP!  Redemption does just that! 
There were only few areas where I wanted just a little more...the random voice acting of people you bump into and background chattering, card/game playing lines should've been more believable with added lines to stagger without repeating too frequently.  Redemption seems to have focused most of it's quality acting on the cut scenes, which is more than most do. 
The weapon sounds worked well enough; though I would prefer some bullet wiz-by SFX and more original ricochets.  Additionally, the absence of spurs from Marston's footsteps was disappointing.  But generally, footstep files cover all players in the coding. Hearing the 'ching' of spurs from everyone on the street was probably annoying in tests.
But one thing that really annoyed me was that 'canned' metal footstep sound that's been in use from the days of Quake (1996).  I still hear this in top games and it's enough already! 

Bioshock - 8/10
-  What an audio/visual immersive Wonderland!  I was really impressed with the game play and the detailed sound designing…except the Bullet Guns…the Machine Gun shots were odd and it featured loading & cocking sounds as though it were a hollow piece of junk.  And I heard those familiar ricochets from the common sound libraries...I didn’t feel empowered.  But the upgraded hit-damage was high, so I used the machine gun a lot.  It is a primary weapon.  The interaction with vending machines was an audible treat and really enjoyable. 
The men’s voices were well directed and effective.  But most of the women voices were a bit comedic and over-the-top. . . even for psycho-bitches...I've known a few.   ;)

Bioshock 2 - 6/10
- Damn!  Some crucial changes in environmental sounds were instantly noted! 
Now, when I engaged a vending machine for ammo, there were no more background machine noises that made the first BioShock so immersive.  All of those wonderful sounds were gone...Why?   Perhaps it didn't occur to the new sound designers that those intricacies were of value to anyone.  Maybe there were copyrights attached to the originals.  I think they really make a big difference to the player, even though the producers may not directly be conscious of that fact. 
I truly believe that a custom and detailed sound design is essential. 

Call of Duty: World at War - 7/10
-  I remember a pre-review of this up-coming ‘Call of Duty’ sequel; where the reviewer commented on how cool it must've been for the sound guys to have the experience of being in the field, recording weapon sounds.  I was excited to hear them!  
Then, when I played the game, it was quite clear that these sounds were NOT  from any  field!  They were just common sounds from existing CD sound libraries, un-modified.   
I was very disappointed.  And again, that 'canned' metal footstep sound that's been in use from the days of Quake (1996). There should be varied footstep surface assignments.
I liked Gary Oldman as the Russian lead but wasn't so moved with Keifer Sutherland's performance. Perhaps I was just tired of his same, predictable delivery from the "24" series.  Ugh! But still an enjoyable title to play. 
 

“People wouldn’t like the same graphics in newer game titles.
Why should they tolerate the same sounds for so many years?!”

                                                                                                                 - Mike Kaminski

 

Some of Mike's original sound work:

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Serious, emotional or comedic read. Celebrity imitation or original character voice;
Young, Old, Teen, or in between, you can find whatever you're looking for through Mike Kaminski.

 

©Copyright 2010
All Rights Reserved

This material is provided for demonstration purposes only. Public performance by any media is strictly prohibited.

This audio may contain Celebrity imitations and is considered "parody". Any resemblance to the real person(s) is deliberate and intentional.

See Mike's "Hot Rod Lincoln" ... Over 10 years of Creative Design and Engineering!