ACOUSTIC SYSTEMS

overhead view of reverb actors

ENVIRONMENTAL REVERB

My colleagues and I worked closely to create an environmental reverb system in our proprietary engine that utilized Wwise and allowed for a large number of actors to be implemented without excessively taxing system resources.

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occlusion layout

AUDIO OCCLUSION

This gives a brief overview and example of a sound occlusion system I helped design and implement with our principal programmers using Infernal Engine.

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CHARACTERS

GHOSTBUSTERS

Ghostbusters was the first game I ever worked on as a professional game sound designer. This shows some of the VO processing I did as well as boss ability audio.

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RANCOR

This shows some of the foley, sound design and implementation I did for the Rancor Rampage sequence on Kinect Star Wars.

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DYNAMIC GAME MIXING

SAINTS ROW 2022

This shows Agents Of Mayhem with and without several Wwise dynamic mix systems active; you can hear how these systems affected the final mix.

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FIELD RECORDING

THE WALKING DEAD: GORE FOLEY

I did a lot of foley recording to get gore sounds for the walkers (zombies) in The Walking Dead: Survival Instinct. This section describes the recording process including food items that were smashed and hacked, the objects used to do it and mics used.

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LINEAR AUDIO DESIGN

MORTAL KOMBAT

This is a montage of clips from Mortal Kombat 9 gameplay. There is no foley, music, vocalizations or ambiences; it’s all about the characters’ powers, ‘energies’, impacts, bone breaks, etc

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POD RACERS