EXPERIENCE

Sledgehammer Games

   Sound Designer (February 2016 – Present)

  • Designed, scripted and implemented SFX as singular point of contact for scripted cinematic moments and score streaks in “Call of Duty: Modern Warfare”

  • Designed SFX and mixed sound, dialog and music for in-game linear cinematics in 5.1 for “Call of Duty: WWII”

  • Designed, scripted and implemented SFX for enemy vehicle systems and melee weapons in “Call of Duty: WWII”

  • Designed, scripted and implemented SFX for the UI system and Foley in “Call of Duty: WWII”

  • Constructed audio zones with 3D geometry in proprietary tool set software

  • Actively participated in group and individual field recordings for unique audio asset creation

  • Actively took collaborative ownership in the development of audio tech and asset naming organization pipelines

Telltale Games

    Sound Designer (June 2015 – February 2016)

  • Designed SFX, edited dialog and mixed audio for "Tales from the Borderlands: Ep 4 and 5"

  • Implemented audio assets using FMOD Studio and proprietary software for different target platforms

  • Designed and mixed audio for "Minecraft: Story Mode Ep 1 - 4" and "Game of Thrones: Ep 5 and 6"

  • Recorded dialog sessions, edited content and implemented takes for "Minecraft: Story Mode Ep 1 - 4"

SomaTone Interactive

    Dialog Coordinator (February 2015 – May 2015)

  • Designed ambiance SFX and tracked asset delivery for various mobile titles

  • Edited and implemented music cues using Audiokinetic Wwise for “Ratchet and Clank: PS4”

  • Edited dialog for “VainGlory”

Sony Interactive Entertainment

    Sound Design Intern (September 2014 – December 2014)

  • Edited and mixed cut-scene Foley, dialog and SFX in 5.1 for “The Order: 1886”

  • Edited, mixed and mastered cut-scene dialog stems for “Everybody's Gone to the Rapture”

  • Developed environment ambiances and SFX emitters with scripts using Sony SCREAM proprietary software

  • Designed and implemented SFX with Unreal Engine 4 for an internal demo project

  • Assisted and set up VO recordings for “Days Gone” and internal marketing projects

Koolbit

    Sound Designer (May 2014 – September 2014)

  • Designed and implemented SFX for numerous mobile casino slot-machine games

  • Edited and implemented music for numerous mobile casino slot-machine games

AWARDS AND ACHIEVEMENTS

Call of Duty: WWII

  • MPSE Award for Computer Interactive Game Play (Winner 2018)

  • MPSE Award for Cinematics (Nominee 2018)

  • GANG Award for Sound Design of the Year (Winner 2018)

  • GANG Award for Music of the Year (Winner 2018)

  • GANG Award for Interactive Score of the Year (Winner 2018)

Everybody’s Gone to the Rapture

  • BAFTA Award for Audio Achievement (Winner 2016)

  • GANG Award for Best Dialogue (Winner 2016)

The Order: 1886

  • GANG Award for Best Cinematics (Nominee 2016)

SKILLS AND SOFTWARE

Skills

  • Sound Design and Editing

  • Field and Studio Recording

  • Surround, Quad and Stereo Mixing

  • Audio Implementation and Scripting

  • File Tracking and Optimization

  • C / C++, Python and LUA Familiarity

Software

  • Reaper, Sound Forge and Pro Tools

  • Izotope, Uhbik, Fab Filter, Waves, Sound Toys, ReFuse

  • Wwise and FMOD Studio

  • UE4 Blueprint and Unity

  • Soundminer and Netmix Pro

EDUCATION

Master of Fine Arts in Sound Design

Bachelor of Fine Arts in Concept Design