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