SAINTS ROW, Volition Games / Deep Silver, 2022
- High level direction and establishing audio branding for the game
- Scheduling and planning for the entire audio department; defining milestone deliverables and production schedules
- Outsourcing pipeline management and directing contractors (SFX, 5.1 cinematics, field recording)
- Create, improve and oversee processes, tools and best practices to achieve best possible structures and pipelines
- Dependency management with multiple game teams in a 200+ employee studio
- Interviewing and hiring candidates
- Mentorship of team members and providing feedback to help grow the team
- Creation and maintaining of audio budget. Crafting less expensive solutions when necessary
- 5.1 audio mix; establishing standards, loudness levels and surround setups
- Running field recording sessions
- Creating and improving proprietary audio tools and best practices
- Asset creation and implementation with Wwise
XENONAUTS 2, Goldhawk Interactive / Hooded Horse, 2022
- Consulting
- Additional audio design
AGENTS OF MAYHEM, Volition Games / Deep Silver, 2017
- Audio branding and establishing the unique aural experience for each title
- Interactive asset design and implementation with Wwise
- Linear audio design and mixing for in-game cinematics and marketing materials
- Defining milestone deliverables and owning the audio production schedules
- Defining areas of team responsibility and delegating
- Interviewing and hiring candidates when needed
- Staying within our budget and developing less expensive solutions when necessary
- Overall audio mix; establishing standards, loudness levels and surround setups
- Creating outsourcing pipelines and directing contractors
- Recording, processing and cataloging of temp VO, foley and field recordings
- Running field recording sessions
- Mentorship of all team members and providing feedback to help grow the team
- Creating and improving proprietary audio tools and best practices
JUROJIN: IMMORTAL NINJA, Critical Bacon Games, 2014
- Audio design
- VO direction and recording
MECHKNIGHT CHRONICLES, Dinosaur Games, 2013
- Audio design and implementation with Unity
SCRAMBLE LEGENDS, Spotted Zebra, 2013
- Audio design
THE WALKING DEAD: SURVIVAL INSTINCT, Terminal Reality / Activision, 2013
- One of two sound designers that created all in-game audio assets
- Extensive foley and field recording
- Asset implementation using Wwise
- Collaborated with programmers to create environmental reverb and sound occlusion systems
- VO recording, editing, mastering and script management
KINECT STAR WARS, Terminal Reality / Microsoft Studios, 2012
- Created and implemented thousands of audio assets, including iconic sounds from the original Star Wars audio library
- Worked closely with Microsoft Studios and LucasArts to ensure highest audio quality presentation possible
- Designed and mixed audio stems for several 5.1 cinematics
- Designed and deployed several advanced Wwise systems relating to physics, vehicles and player movements
- Extensive audio optimization to stay within memory constraints without compromising quality.
DEF JAM RAPSTAR, Terminal Reality / 4mm Games, 2010
- Managed and creatively assisted a small contract audio team
- Created logo SFX, in-game menu SFX and title sequences
- Cleaned and leveled licensed music tracks to ensure professional final mix
SECTION 8, Timegate Studios / SouthPeak Games, 2009
- Assistant contractor; made several hundred assets including weapons, character sets,vehicles, ambiences and UI
GHOSTBUSTERS: THE VIDEO GAME, Terminal Reality / Atari, 2009
- Mastered and implemented all in-game dialog; 8,500+ lines.
- Developed and managed entire localization process for international versions
- Designed several hundred audio assets including full character sets, weapons, collectables and ambiences
- Helped to create a proprietary sound engine that included a full reverb system, real-time game state mixing and platform specific audio optimizations