Hey there, I'm Dexter...
...I am a music maker and audio designer for games, interactive media and animation shorts.
Making and implementing music for the smashing fun Smash Hit Plunder by Triangular Pixels coming to Playstation VR and some pretty darn fun animation shorts for the BEANO.
Nothing excites me more than bringing stories to life and, enriching experiences with sound and music...
...get in touch if you'd like to chat about your project, hear more of my work, or just want to say hello!
What else do I do?
Not A Book Club is a bi-monthly meet-up at the National Videogame Arcade where we gather to critically discuss our thoughts on a chosen game.
I am extremely passionate about growing the community and furthering the discussion around games as an art form.
I organise and run Not A Book Club managing the website and social media. Find out what the next game for discussion is on Medium, make friends and keep up to date on the Facebook Group and follow us on Twitter for updates on all things Not A Book Club, gaming news and interesting games to look out for.
Game Audio North is a non-profit event to support the game audio community through networking events, workshops, talks and more!
Organised by Sam Hughes (The Sound Architect) and Dexter Prior (That's me).
I run the Game Audio North (GAN) Facebook Page and the GAN Facebook group which is always growing and has around 300 members, this is the best place to make new friends and catch up with people you have spoken with at our events.
I also manage the GAN Twitter account where I provide our +1000 followers with the latest news and hot picks about Game Audio, Game Music and Sound Design from around the twittersphere and the wider web.
I am grateful for the opportunity to help grow the game audio community into an inclusive and friendly place for all people with an interest in sound and music at any stage of their career. If you are interested in joining our community, why not come along to our next meetup?
I have been teaching workshop classes in ‘Creative Sound Design’ and ‘Adaptive Music for Videogames’ to Audio Production students at the University of Lincoln.
The classes were based on my interests with audio synthesis and thinking about different ways of approaching soundscapes and music composition. Teaching adaptive music using FMOD was the most rewarding of these classes as for most of the students this was the first time they were introduced to how sound and music works in a videogame.