Screenshot of Audiokinetic’s Wwise Authoring Software depicting a loaded project with various sounds and events, the RTPC editor open in the center

L. EVELYN OWENS-BRUDER

Sound Design / Music Composition / Programming

Specialist for game audio from asset creation to implementation


they / them // @corvusbot




Sound Design / Game Audio Reels


Music Composition Reels


An anthropomorphic raven in a white button-up shirt and back vest in front of a purple/blue abstract background

Click image for link to artist

About Evelyn

L. Evelyn Owens-Bruder (»Corvus B.« / »CorvusBot«), B.A. is an agile 25-year-old sound and music talent from the North of Germany with a particularly wide range of skills and abilities in the field of game audio and development acquired over the course of 8 years, from creating unique soundscapes and engaging scores to implementing complex audio systems.Being interested in the creation of audio, music and games from a young age, they learnt essential skills and tools of the trade early in their life, getting themselves engaged in development projects via the internet before they had even left high school. Culminating in a Bachelor of Arts degree, their studies of computer science and musicology at Kiel University further deepened their understanding and grasp of these fields.To date, they have contributed to and led the audio development for a range of projects, garnering very positive responses to their work and its quality from both developers and audiences every time.Besides making games, they thoroughly enjoy the theatre and roleplaying games, and while they're not the most sporty, they're always up for a game of bowling or snooker. They also engage in various internet fandoms and communities and are a huge raven, robot shark and protogen enthusiast.


Evelyn's Experience

Evelyn has a vast array of experience in recording, creating and implementing audio that enhances the immersion and mood of any given video game project or linear media.Not only do they bring an immense amount of creative thinking and listening to the table, but they're also deeply acquianted and constantly working with top-of-the-line tools and industry-standard software.Besides building new experiences from nothing, they've also helped game projects take the next step and overhaul their audio implementation by using middleware-based solutions along with revamping the audio to take advantage of the increased possibilities these systems provide.

Game Engines:

Unreal Engine 4 / 5
5 years of experience.
Special experience in C++ and Blueprint programming, additional experience in cinematics and environment lighting.
Unity Engine
7 years of experience.
Special experience in C# programming and cinematics.


Game Audio Middleware:

Wwise
4 years of experience with use in video games (implementation and programming) and theatre.
Used as the middleware of choice for new projects.
FMOD Studio
8 years of experience with use in video games (implementation and programming).

Programming Languages:

C++, C#, Java, Swift, Python
More than 8 years of programming experience in games, software and app development.


Audio Software:

Cubase/Nuendo 10 / 11 / 12 / 13
Used since 2019 as core digital audio workstation for sound design and since 2021 for music composition. Also used for multitrack recording sessions.
FL Studio 11 / 12 / 20
Used extensively until 2021 as core digital audio workstation for music composition.
Audition CS6 / CC
Used extensively until 2019 as core audio editor for sound design.


Credits and Projects

Video Games:

SCP Containment Breach (2014, 2018)
Additional Sound Contributor
Survival Horror
Third Subvision
SCP Unity (2017 – 2021)
Composer, Sound Designer, Audio Programmer, Cinematic Editor
Exploration Horror (Unity Engine / FMOD)
Aerie Gaming Studios
SCP Sigil (2021 – present)
Composer, Sound Designer, Audio and Gameplay Programmer, Cinematic Editor
Horror prototype-in-development (Unreal Engine / Wwise)
Aethon Collective
SCP Containment Breach Reborn (2022)
Composer (Main Theme), Additional Sound Contributor
Survival Horror
YouPackBoxes (2023)
Composer, Sound Designer, Audio and Gameplay Programmer
Experimental Horror (Unity Engine / Wwise)
Aethon Collective
Homeward Essentials (2023)
Sound Designer
Minecraft Mod
TheMajorN
Bag Bail! (2023)
Composer, Sound Designer, Audio and Gameplay Programmer
Hack and Slash Platformer (Unity Engine / Wwise)
Aethon Collective
Placed in top 2.5% of the Audio category of the Ludum Dare 54 jam
Spiral Spire (2024)
Composer
Experimental Horror (Godot)
JakeItEasy


Ash Cavern (2024)
Creator
University finals project (Unreal Engine / Wwise)
Project Polaris (2024 – present)
Composer, Sound Designer, Audio Programmer, Engine and Gameplay Programmer
Prototype-in-development (Unreal Engine / Wwise)
Aethon Collective
SCP: 5K (2024 – present)
Senior Technical Sound Designer
Tactical Horror Shooter (Unreal Engine / FMOD)
Affray Interactive

Film and Linear Media:

TheVolgun Channel Music (2019 – present)
Composer (Original Background Music)
Audio Narrative Readings
Created by Aaron McKee
Containment Lockdown (2020)
Composer (Original Score), Additional Sound Contributor
LEGO® Stop Motion Film
Created by starwarsstudio100
3000 (2021)
Composer
Animated Horror Short
Created by James Troici (Forlorn Foundry)


Music and Recordings:

Plants Vs. Zombies - Epic Orchestral Medley (2023)
Additional Sound Contributor, Composition Consultant
Medley of reorchestrated music and associated video
Created by Carl Abelgas (Kāru)
Various themes for characters, locations and factions for Dungeons & Dragons gamesVarious solo music projects


Contract Work and Commissions

If you're looking for music, sound design or implementation work for your project, whether it is...○ a video game, irregardless of scope, engine and genre
○ a linear format, whether it be a short film, YouTube video, podcast, live stream, etc.
○ a theme for a character or setting in your RPG campaign, story, or from your arsenal of OCs
...feel free to reach out via the message box, via e-mail or via the variety of social media platforms, all listed below. I will happily work with you to figure out what you need and what I can do for you.You can contact me for one-off commissions, or, especially if you represent a larger entity or project, entering a relationship with me to work with your team to create your soundscape and audio systems and / or write your score as a contractor.

All work that I do is performed without any assistance from AI or content generated by AI.For more specific information, see this special page:


Get in touch!

Reach out to me with this contact form about your project, request or inquiry! I will reply to you as soon as I can!
Keep in mind potential time zone differences to CET.



Or alternatively, send me an e-mail directly:

corvusb.business@gmail.com



Commissioned Work Information and Terms

Commissions and contract work can be requested via all available ways of contacting me (email, social media, instant messengers, etc.).I will not be able to accept every commission or project and I reserve the right to refuse if I do not see myself being comfortable with the commission or not a good fit for the project. I will refuse all work that is intended to support or promote hateful, illegal or factually incorrect messages. I will also refuse all work where the intent is to feed or train an AI or neural network, create NFTs or run other kinds of scams.We will determine ownership, licensing and publishing / distribution rights together to reach an agreement that suits the context of the commission or project. As a general rule, I do not allow for the direct reselling or redistribution of the work I performed for you (for example through releases on streaming services or licensing to third parties) unless a royalty structure has been agreed upon.For commissions: I will generally determine the feasability of a commission after an initial brief. The final price of the commission will be determined and agreed upon after this brief. The payment structure and time of payment will also be determined then. You will receive an invoice from me at time of payment.


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