Hi, I'm David Chan. I’ve spent over two decades blending sound design, music, and voice work to help games come alive. I’m CEO of Giant Sandbox Games and run Dave Chan Audio Services, delivering original sound effects, VO direction, and audio implementation for studios big and small. I’m passionate about building immersive soundscapes and finding funding to empower creative teams. I thrive on collaboration with engineers, designers, and writers to craft cohesive audio experiences. My toolkit includes Unreal Engine, Wwise, MetaSound, and custom integration work across native engines and middleware. When I’m not shaping game audio, I’m helping grow teams through HR, grants, and mentoring, always keeping the end-user experience front and center.

David Chan

Hi, I'm David Chan. I’ve spent over two decades blending sound design, music, and voice work to help games come alive. I’m CEO of Giant Sandbox Games and run Dave Chan Audio Services, delivering original sound effects, VO direction, and audio implementation for studios big and small. I’m passionate about building immersive soundscapes and finding funding to empower creative teams. I thrive on collaboration with engineers, designers, and writers to craft cohesive audio experiences. My toolkit includes Unreal Engine, Wwise, MetaSound, and custom integration work across native engines and middleware. When I’m not shaping game audio, I’m helping grow teams through HR, grants, and mentoring, always keeping the end-user experience front and center.

Available to hire

Hi, I’m David Chan. I’ve spent over two decades blending sound design, music, and voice work to help games come alive. I’m CEO of Giant Sandbox Games and run Dave Chan Audio Services, delivering original sound effects, VO direction, and audio implementation for studios big and small. I’m passionate about building immersive soundscapes and finding funding to empower creative teams.

I thrive on collaboration with engineers, designers, and writers to craft cohesive audio experiences. My toolkit includes Unreal Engine, Wwise, MetaSound, and custom integration work across native engines and middleware. When I’m not shaping game audio, I’m helping grow teams through HR, grants, and mentoring, always keeping the end-user experience front and center.

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Language

English
Fluent

Work Experience

CEO at Giant Sandbox Games Inc.
May 1, 2023 - Present
Leading corporate administration and acting as a core creative team member developing story, gameplay, and all audio assets. Responsible for seeking investors and funding.
Sole Proprietor at Dave Chan Audio Services
June 1, 2004 - Present
Contracting with game studios for sound effects and voice over production. Providing audio asset creation, voice over auditioning, directing, editing, and mastering. Implementing game audio using native and middleware audio engines.
Audio Director at Danu Games
April 18, 2025 - September 3, 2025
Managed all aspects of audio on an MMO game including ambient, weather, creature, combat and weapon special effects using Unreal Audio and MetaSound. Coordinated milestones and collaborated with engineers to develop audio graphs.
Dialogue Supervisor at Wabi Sabi Sound
October 15, 2024 - September 3, 2025
Coordinated casting and recording of voice actors for Project T, scheduling sessions and utilizing AI voice generation to speed development. Edited, processed, mastered voice over, and implemented it in Unreal Engine using Wwise and Articy Draft. Assisted with writing dialogue.
Audio Director / Lead / Management at Quantum Integrity Software
January 3, 2023 - September 3, 2025
Designed audio for Dead Matter, creating original assets and collaborating with composers for cohesive soundscapes. Implemented audio with Unreal Engine 4 native audio, Wwise, and Blueprints. Worked on enterprise management, HR recruitment, grant applications, and milestone scheduling.
Segment Writer/Presenter at CBC Radio
April 30, 2022 - September 3, 2025
Researched segment topics, conducted interviews, edited for broadcast, and presented live on air.
Audio Director at Hinterland Games
January 31, 2016 - September 3, 2025
Directed all aspects of audio production for The Long Dark including audio system architecture evaluation, creative direction, voice over production, music composer management, sound effect creation, and field recording in various Canadian locations.
Lead Sound Designer/Associate Producer at Fluik Entertainment
June 30, 2013 - September 3, 2025
Managed production schedule for Office Jerk and related games. Oversaw all audio assets, scheduling, staff, and external contractors for music and voice over.
Sound Designer/Audio Producer at BioWare Corp
June 30, 2004 - September 3, 2025
Managed audio assets and external contractors for multiple titles, ensuring sound production schedules were met. Responsible for staffing and equipment management in the audio department.
CEO / Audio Director at Giant Sandbox Games Inc.
May 1, 2023 - Present
Founding member of the core creative team developing story, gameplay, and audio. Responsible for delivering all audio assets for studio projects (SFX, VO, implementation) and leading investor pitches and funding initiatives.
Audio Director at Danu Games
April 1, 2025 - September 24, 2025
Directed all audio for an MMO project from concept to implementation. Created ambient, weather, combat, weapon, and creature audio in Unreal Engine with MetaSound. Partnered with engineers to design advanced MetaSound graphs for dynamic soundscapes. Coordinated with cross-discipline leads on timelines and milestones.
Dialogue Supervisor at Wabi Sabi Sound
October 1, 2024 - September 24, 2025
Supervised casting and recording for Project T (Dead by Daylight universe). Directed VO production: scheduling, editing, processing, and mastering. Integrated dialogue into Unreal Engine using Wwise and Articy Draft. Pioneered the use of AI voice generation to streamline iteration. Supported narrative writing for dialogue.
Audio Director / Ops Management at Quantum Integrity Software
January 1, 2023 - September 24, 2025
Led audio for Dead Matter (co-op/PVP survival game): designed SFX, Foley, and music integration. Implemented assets using Unreal Engine 4, Wwise, and Blueprints. Collaborated with composers to unify music and soundscape design. Contributed to studio operations: scheduling, HR/recruiting, and securing grants.
Audio Director at Hinterland Games
January 1, 2016 - September 24, 2025
Established full audio direction and systems architecture for The Long Dark. Directed all VO: casting, recording, editing, and mastering. Managed contractors and composers for music and sound design. Conducted field recording expeditions in diverse environments.
Lead Sound Designer / Associate Producer at Fluik Entertainment
January 1, 2013 - September 24, 2025
Created and managed all audio assets for Office Jerk and related titles. Oversaw external contractors for music and VO. Balanced responsibilities as both sound designer and producer.
Sound Designer / Audio Producer at BioWare
January 1, 2004 - September 24, 2025
Designed and produced audio for flagship RPGs: Baldur’s Gate II, Neverwinter Nights, MDK2, Star Wars: KOTOR, Jade Empire. Directed and implemented VO, music, and SFX pipelines. Managed internal audio staff and external contractors.
Owner / Sound Designer at Dave Chan Audio Services
January 1, 2004 - Present
Delivered custom sound design and voice-over services for studios worldwide. Specialized in SFX creation, VO casting/direction, editing, and mastering. Provided implementation services in Wwise, FMOD, Unreal, and proprietary engines.
Sound designer/Audio Producer at BioWare Corp
June 20, 2004 - September 24, 2025
Managed all audio assets for a game title by working with designers to ensure all audio needs were met. Created a schedule for myself and others to make and implement those sounds. Managed external audio contractors who would provide audio assets that the internal team could not provide because of time constraints. Responsible for running the audio department staffing and equipment.
Lead Sound Designer/Associate Producer at Fluik Entertainment
June 20, 2013 - September 24, 2025
In charge of the production schedule for Office Jerk and associated games. Managing all audio assets for a game title by working with designers to make sure all audio needs were met. Creating a schedule for myself and others to make and implement those sounds. Managing external audio music and voice over contractors. Responsible for running the audio department staffing and equipment.
Audio Director at Hinterland Games
January 31, 2016 - September 24, 2025
Developed audio direction for the entire project including evaluating audio system architecture to be used for The Long Dark, including Wwise, FMOD and Fabric. In charge of creative direction for all audio assets and overall sound of the game. Managed all aspects of audio creation and implementation. Cast, directed, edited and mastered all voice over. Managed and directed music composers. Created all sound effects and placed them into the game engine. Oversaw field recording with trips to Mount Washington, Jasper National Park, and Elk Island Park.
Dialogue Supervisor at Wabi Sabi Sound
October 15, 2024 - September 24, 2025
Co-ordinating casting and recording of voice actors for Project T (a game set in the Dead by Daylight universe). Scheduling voice over sessions. Using AI voice generation to facilitate faster development. Editing, processing and mastering voice over to a set standard. Implementing voice over in the Unreal Engine using Wwise and Articy Draft. Assisted with writing dialogue.
Segment Writer/Presenter at CBC Radio
April 1, 2022 - September 24, 2025
Researched segment topics. Conducted interviews and edited for broadcast. Did the on-air presentation of the segments live.
Audio Director / Lead / Management at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Designing audio for Dead Matter, a co-op and PVP zombie survival game. Creating original audio assets. Working with composers to create a cohesive soundscape where the music and sound effects work in unison. Implementation of game audio using native Unreal Engine 4 audio, Wwise and Blueprints.
Operations at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Worked on the Enterprise Management team, helping run day to day at the company. Assisted with HR. Conducted interviews, managed recruiting through TeamTailor. Filed multiple successful grants for interns (MITACS) and Alberta Jobs Now Program. Part of the decision-making team that determined the direction of the game. Worked on the management team building out schedules and milestones.
CEO at Giant Sandbox Games Inc.
May 1, 2023 - Present
Corporate administration duties. Member of the core creative team developing story and gameplay. Providing all audio assets. Seeking investors and other forms of funding.
Sole Proprietor at Dave Chan Audio Services
June 20, 2004 - Present
Contracting with various game studios to provide sound effects and voice over. Providing original sound effects to spec and assisting in creating asset lists. Providing all services for voice over including auditioning, directing, and editing/mastering. Providing implementation service for all game audio in a variety of native and middleware audio engines.
Audio Director at Danu Games
April 18, 2025 - September 24, 2025
Responsible for all aspects of audio in an MMO game. Coordinated timelines and milestones with other leads. Created and implemented audio in-game using Unreal Audio and MetaSound, including ambient, weather, creatures, combat and weapon special effects. Worked with engineers to develop MetaSound graphs that worked for ambient, weapons and creature sounds.
Dialogue Supervisor at Wabi Sabi Sound
October 15, 2024 - September 24, 2025
Co-ordinating casting and recording of voice actors for Project T (a game set in the Dead by Daylight universe). Scheduling voice over sessions. Using AI voice generation to facilitate faster development. Editing, processing and mastering voice over to a set standard. Implementing voice over in the Unreal Engine using Wwise and Articy Draft. Assisted with writing dialogue.
CEO at Giant Sandbox Games Inc.
May 1, 2023 - Present
Corporate administration duties; member of the core creative team developing story and gameplay; providing all audio assets; seeking investors and other forms of funding.
Sole Proprietor at Dave Chan Audio Services
June 20, 2004 - Present
Contracting with various game studios to provide sound effects and voice over. Providing original sound effects to spec and assisting in creating asset lists. Providing all services for voice over including auditioning, directing, and editing/mastering. Providing implementation service for all game audio in a variety of native and middleware audio engines.
Audio Director at Danu Games
April 18, 2025 - September 24, 2025
Responsible for all aspects of audio in an MMO game. Co-ordinated on timelines and milestones with other leads. Created and implemented audio in-game using Unreal Audio and MetaSound, including ambient, weather, creatures, combat and weapon special effects. Worked with engineers to develop MetaSound graphs that worked for things like ambient, weapons and creature sounds.
Dialogue Supervisor at Wabi Sabi Sound
October 15, 2024 - September 24, 2025
Co-ordinating casting and recording of voice actors for Project T (a game set in the Dead by Daylight universe). Scheduling voice over sessions. Using AI voice generation to facilitate faster development. Editing, processing and mastering voice over to a set standard. Implementing voice over in the Unreal Engine using Wwise and Articy Draft. Assisted with writing dialogue.
Audio Director / Lead / Management at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Designing audio for Dead Matter, a co-op and PvP zombie survival game. Creating original audio assets. Working with composers to create a cohesive soundscape where the music and sound effects work in unison. Implementation of game audio using native Unreal Engine 4 audio, Wwise and Blueprints.
Operations at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Worked on the Enterprise Management team, helping run day-to-day operations. Assisted with HR. Conducted interviews, managed recruiting through TeamTailor. Filed multiple successful grants for interns (MITACS) and Alberta Jobs Now Program. Part of the decision-making team that determined the direction of the game. Worked on the management team building out schedules and milestones.
CBC Radio Segment Writer/Presenter at CBC Radio
April 1, 2022 - September 24, 2025
Researched segment topics. Conducted interviews and edited for broadcast. Did the on-air presentation of the segments live.
Audio Director at Hinterland Games
January 31, 2016 - September 24, 2025
Developed audio direction for The Long Dark including evaluation of audio system architecture (Wwise, FMOD, Fabric). In charge of creative direction for all audio assets, the overall sound of the game. Managed all aspects of audio creation and implementation. Cast, directed, edited and mastered all voice over. Managed and directed music composers. Created all sound effects and placed them into the game engine. Oversaw field recording with trips to Mount Washington, Jasper National Park, Elk Island Park, etc.
Lead Sound Designer / Associate Producer at Fluik Entertainment
June 20, 2013 - September 24, 2025
In charge of the production schedule for Office Jerk and associated games. Managing all audio assets for a game title by working with designers to make sure all audio needs were met. Creating a schedule for myself and others to make and implement those sounds. Managing external audio, music and voice over contractors. Responsible for running the audio department staffing and equipment.
Sound Designer / Audio Producer at BioWare Corp
June 20, 2004 - September 24, 2025
Managing all audio assets for a game title by working with designers to make sure all audio needs were met. Creating a schedule for myself and others to make and implement those sounds. Managing external audio contractors. Responsible for running the audio department staffing and equipment.
CEO at Giant Sandbox Games Inc.
May 1, 2023 - Present
CEO responsible for corporate administration, core creative team contributions shaping story and gameplay, delivering all audio assets, and pursuing investors and funding.
Audio Services at Dave Chan Audio Services
June 1, 2004 - Present
Sole proprietor delivering sound effects and voiceover services to game studios; creates original sounds, asset lists, voiceover direction, editing/mastering, and implementation for game audio across engines.
Audio Director at Danu Games
April 18, 2025 - September 24, 2025
Responsible for all aspects of audio in an MMO; coordinated timelines with other leads; created in-game audio using Unreal Audio and MetaSound (ambient, weather, creatures, combat, weapons); collaborated with engineers on MetaSound graphs.
Dialogue Supervisor at Wabi Sabi Sound
October 15, 2024 - September 24, 2025
Co-ordinating casting and recording of voice actors for Project T; scheduling sessions; using AI voice generation to accelerate development; editing, processing and mastering VO to a set standard; implementing VO in Unreal Engine using Wwise and Articy Draft; assisted with writing dialogue.
Audio Director / Lead / Management at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Designing audio for Dead Matter, a co-op and PvP zombie survival game; creating original audio assets; collaborating with composers to create a cohesive soundscape; implementing game audio using native Unreal Engine 4 audio, Wwise and Blueprints; leadership and management responsibilities.
Operations at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Enterprise Management, HR, grants for interns (MITACS) and Alberta Jobs Now Program; contributed to company direction, scheduling and milestones; involved in staffing decisions.
Segment Writer/Presenter at CBC Radio
April 30, 2022 - September 24, 2025
Researched segment topics; conducted interviews and edited for broadcast; on-air presentation of segments live.
Audio Director at Hinterland Games
January 31, 2016 - September 24, 2025
Developed audio direction for The Long Dark; evaluated audio system architecture (Wwise, FMOD and Fabric); in charge of creative direction for all audio assets, voice over, music and sound effects; managed field recording trips.
Lead Sound Designer/Associate Producer at Fluik Entertainment
June 20, 2013 - September 24, 2025
In charge of production schedule for Office Jerk and associated games; managing all audio assets; creating schedules; coordinating external audio music and voice over contractors; running the audio department staffing and equipment.
Sound Designer/Audio Producer at BioWare Corp
June 20, 2004 - September 24, 2025
Managing all audio assets for a game title; creating schedules; coordinating external audio contractors; overseeing the audio department and equipment.
Audio Director / Lead / Management at Quantum Integrity Software
January 3, 2023 - September 24, 2025
Designing audio for Dead Matter, a co-op and PvP zombie survival game; creating original audio assets; collaborating with composers for a cohesive soundscape; implementing game audio using Unreal Engine 4 native audio, Wwise and Blueprints; leading audio team and managing production.
Operations at Quantum Integrity Software
January 3, 2023 - September 24, 2025
On the Enterprise Management team, assisted with HR; conducted interviews; recruited through Teamtailor; filed multiple grants for interns (MITACS) and Alberta Jobs Now Program; contributed to strategic direction, schedules and milestone planning.
Dialogue Supervisor at Wabi Sabi Sound
October 15, 2024 - September 24, 2025
Co-ordinating casting and recording of voice actors for Project T; scheduling voice over sessions; using AI voice generation to speed development; editing, processing and mastering voice over to a set standard; implementing voice over in Unreal Engine using Wwise and Articy Draft; assisted with dialogue writing.
Audio Director at Danu Games
April 18, 2025 - September 24, 2025
Responsible for all audio in an MMO; coordinated timelines and milestones with other leads; created and implemented in-game audio using Unreal Audio and MetaSound, including ambient, weather, creatures, combat and weapon effects; worked with engineers to develop MetaSound graphs for ambient, weapons and creature sounds.
CEO at Giant Sandbox Games Inc.
May 1, 2023 - Present
Corporate administration duties; member of the core creative team developing story and gameplay; providing all audio assets; seeking investors and other forms of funding.
Sole Proprietor at Dave Chan Audio Services
June 1, 2004 - Present
Contracting with various game studios to provide sound effects and voice over; providing original sound effects to spec and assisting in asset list creation; handling all voice over services including auditions, direction and editing/mastering; providing implementation service for game audio in native and middleware engines.
Segment Writer/Presenter at CBC Radio
April 1, 2022 - September 24, 2025
Researched segment topics; conducted interviews and edited for broadcast; on-air presentation of segments live.
Audio Director at Hinterland Games
January 31, 2016 - September 24, 2025
Developed audio direction for The Long Dark; evaluated audio system architecture (Wwise, FMOD, Fabric); oversaw all audio assets; cast, directed, edited and mastered voice over; managed music and sound effects integration; field recording trips to multiple locations.
Lead Sound Designer / Associate Producer at Fluik Entertainment
June 30, 2013 - September 24, 2025
In charge of production schedule for Office Jerk and related titles; managed all audio assets and ensured alignment with design; coordinated with external contractors for audio music and voice over; led audio department staffing and equipment.
Sound Designer / Audio Producer at BioWare Corp
June 1, 2004 - September 24, 2025
Managed all audio assets; created schedules; coordinated with designers to meet audio needs; managed external audio contractors; ran the audio department staffing and equipment.

Education

Microbusiness Business Training Program at MBTC Edmonton, Alberta
January 1, 2005 - January 1, 2005
Microsoft Certified Systems Engineer at PBSC Edmonton, Alberta
January 1, 1997 - January 1, 1997
Certificate in Recording and Audio Engineering Techniques at Columbia Academy Edmonton, Alberta
January 1, 1987 - January 1, 1987
Physics Honors Program (completed first year) at University of Saskatchewan Saskatoon, Sask.
January 1, 1986 - December 31, 1986
Recording Arts & Music Production Certificate at Columbia Academy – Edmonton
January 11, 2030 - September 24, 2025
Microsoft Certified Systems Engineer (MCSE) at PBSC – Edmonton
January 11, 2030 - September 24, 2025
Microbusiness Training Program at MBTC – Edmonton
January 11, 2030 - September 24, 2025
Physics Honors (1 year completed) at University of Saskatchewan – Saskatoon
January 11, 2030 - September 24, 2025
Microbusiness Business Training Program at MBTC
January 1, 2005 - September 24, 2025
Microsoft Certified Systems Engineer at PBSC
January 1, 1997 - September 24, 2025
Certificate in recording and audio engineering techniques at Columbia Academy
January 1, 1987 - September 24, 2025
Physics Honors Program at University of Saskatchewan
January 1, 1986 - September 24, 2025
Microbusiness Business Training Program at MBTC
January 1, 2005 - January 1, 2005
Microsoft Certified Systems Engineer at PBSC
January 1, 1997 - January 1, 1997
Certificate in Recording and Audio Engineering Techniques at Columbia Academy
January 1, 1987 - January 1, 1987
Physics Honors Program at University of Saskatchewan
January 1, 1986 - January 1, 1986
Microbusiness Business Training Program at MBTC
January 1, 2005 - September 24, 2025
Microsoft Certified Systems Engineer at PBSC
January 1, 1997 - September 24, 2025
Certificate in recording and audio engineering techniques at Columbia Academy
January 1, 1987 - September 24, 2025
Physics Honors Program at University of Saskatchewan
January 1, 1986 - September 24, 2025
Microbusiness Business Training Program at MBTC Edmonton, Alberta
January 1, 2005 - September 24, 2025
Microsoft Certified Systems Engineer at PBS C Edmonton, Alberta
January 1, 1997 - September 24, 2025
Recording Arts and Music Production Certificate at Columbia Academy, Edmonton, Alberta
January 1, 1987 - September 24, 2025
Physics Honors Program at University of Saskatchewan, Saskatoon, Saskatchewan
January 1, 1986 - September 24, 2025

Qualifications

Microsoft Certified Systems Engineer
January 1, 1997 - September 3, 2025
Microsoft Certified Systems Engineer (MCSE)
January 11, 2030 - September 24, 2025
Microsoft Certified Systems Engineer
January 1, 1997 - September 24, 2025
Microsoft Certified Systems Engineer
January 11, 2030 - September 24, 2025
Certificate in Recording and Audio Engineering Techniques
January 11, 2030 - September 24, 2025
Microsoft Certified Systems Engineer
January 1, 1997 - September 24, 2025
Certificate in recording and audio engineering techniques
January 1, 1987 - September 24, 2025
Physics Honors Program
January 1, 1986 - September 24, 2025
Microbusiness Business Training Program
January 1, 2005 - September 24, 2025
Microbusiness Business Training Program
January 1, 2005 - September 24, 2025
Microsoft Certified Systems Engineer
January 1, 1997 - September 24, 2025
Recording Arts and Music Production Certificate
January 1, 1987 - September 24, 2025
Physics Honors Program
January 1, 1986 - September 24, 2025

Industry Experience

Gaming, Media & Entertainment, Professional Services, Software & Internet, Education