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
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