

Hi my name is Hughie Togher, and I am a sound designer and music producer with four years of experience in the industry. During this time, I've had the opportunity to work on a variety of exciting projects, honing my craft and expanding my expertise.Recently i graduated with a degree in Music Production and Technology at the Technological University of the Shannon: Midlands Midwest. Throughout my studies and professional journey, I have developed a wide range of skills, including studio production, mixing, music production, film soundtracking, and more.
Project: The Last of Us (Sound Redesign)
gamFor this project, I took a cinematic clip from The Last of Us, stripped out all the original sound, and rebuilt the whole thing from scratch. The idea was to see how much I could change the "feel" of the scene just by using my own audio.What I focused on:The Atmosphere: I layered up different ambient sounds to make the environment feel more tense and lived-in.Foley & Movement: I recorded and edited all the footsteps and clothing movements myself to make sure the character felt like they were actually in the space.Making it work: I was working with a pretty small sample library for this, so I ended up going out and recording my own sounds to fill the gaps. It was a great lesson in being resourceful and making sure everything sounded like it belonged in the same world.
Project: The Blair Witch Project (Trailer Redesign)
For this project, I took the original trailer for The Blair Witch Project and tried to recreate that iconic, glitchy, high-tension atmosphere using a very specific set of samples I was given.The Challenge: The samples I started with were all over the place and didn’t really "fit" the horror style on their own. The real work here was in the manipulation—stretching, distorting, and processing the audio to turn those random sounds into something dark and atmospheric.What I focused on:Building Tension: I focused on the "glitchy" aesthetic of the original, using heavy processing to create those jarring, uncomfortable moments.Sound Manipulation: Since the raw samples weren't quite right for horror, I spent a lot of time pitching and layering them to build a creepy, immersive environment.Atmosphere: It was all about making the viewer feel uneasy, ensuring the audio matched the chaotic, found-footage style of the film.
Project: Abstract Short Film (Sound Design)
This was a really open project where I had to create the entire soundtrack for a short film using a specific set of samples. The video was all about different shapes shifting and changing, so I had a lot of room to be creative with how I approached it.My Approach:Playing with textures: Instead of just using the sounds as they were, I really leaned into things like time-stretching, pitch-shifting, and layering. I wanted the audio to feel like it was physically moving along with the shapes on screen.Automation & Effects: I used a lot of automation to make the textures evolve in real-time. It wasn't just about placing a sound; it was about making it "grow" and change as the visuals shifted.Building the Atmosphere: I focused on adding deep layers of atmosphere to give the whole piece a bit more weight and mood, making sure every movement had a specific tone that matched the vibe.
This was the final project for my Sound Design and Music module, and it basically served as the buildup of everything I’d learned over my four years at college. I picked out a one-minute Valorant trailer and had to replace every single sound in it expect for the voice acting performances.The Focus: Sound Design: I decided to focus much more on the sound design than the music for this one. I really wanted to show what I could do technically and see how far I could push the SFX to carry the piece.The Challenge: Limited Samples: The catch was that I had to work with one specific folder of pre-selected samples. I couldn't just go off and find whatever sounds I wanted; I had to be resourceful and make it work with what I was given.The Result: Since this was my final project for this module, I wanted it to represent the standard of work I’d reached by the end of my degree. The goal was to create something high-quality enough that it could actually be compared to the original audio in the trailer.it may have not ended being as good as the original but imvery proud ofwhat i had created for the project.
for ths project I decided to venture into ambient electro-acoustic composition—a genre I had always been interested in but hadn’t explored before.The project resulted in an EP titled Time, marking my first experience in this genre and offering me the chance to grow as an artist. Inspired by Brian Eno’s album Ambient 1: Music for Airports, I developed an approach that heavily focused on piano-led tracks. I complemented these with a blend of natural and artificial textures, aiming to craft ambient compositions that can evoke atmosphere and emotion.This process not only deepened my understanding of the genre but also allowed me to express my personal exploration of ambient electro-acoustic soundscapes .