Vegas Infinite

Joe Meiners
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  • Project creator

Lead Technical Sound Designer / Audio Department Lead

Lucky VR / Lucky Logic — PokerStars VR / Vegas Infinite
October 2022 – March 2026

Led audio development for PokerStars VR, later rebranded as Vegas Infinite, across PlayStation 5, PlayStation VR2, Meta Quest, PC, iOS and Android, supporting both VR and non-VR platforms.

  • Led the audio department across concurrent projects, managing priorities, resources, budgets, schedules and deliverables.
  • Designed and implemented interactive audio systems using Wwise and Unity, working closely with programmers, designers and artists.
  • Developed custom C# tools and systems to improve audio workflows, performance and reliability.
  • Built and maintained audio pipelines integrating Wwise, Unity Addressables and SoundBank management, reducing mobile installation size by approximately 30%.
  • Developed systems for audio obstruction and occlusion, networked sound effects, spatial audio, voice communication, lip-sync and platform-specific audio behaviour.
  • Implemented and optimised Vivox VoIP, including low-latency networked voice, audio routing and platform-specific microphone and Bluetooth behaviour.
  • Worked extensively with PlayStation, Meta Quest, iOS, Android and PC platform requirements and technical constraints.
  • Contributed regularly to the game’s C# codebase, including code reviews, pull requests, testing, performance optimisation and garbage-collection reduction.
  • Developed audio accessibility and player-facing features including EQ, Night Mode and mono VoIP settings.
  • Coordinated voice recording and production, including casting, scripts, approvals, external voice actors and third-party vendors.
  • Worked with player and game data, including SQL queries and databases, to support audio and gameplay-related development.
  • Established documentation, coding standards and technical processes to improve consistency and collaboration across the development team.
  • Coordinated cross-functional meetings, technical discussions, requirements and follow-up across audio, programming, design, production and external partners.