I am an award-winning sound designer and audio producer specializing in interactive, immersive, and spatial audio systems for games, XR, and digital media. I combine real-time implementation expertise with designing adaptive sound, music, and interaction audio that support immersion, orientation, emotional tone, and user experience across interactive environments. My work spans games, XR, immersive installations, live events, and experimental media, with extensive experience designing parameter-driven audio systems and spatial sound for interactive experiences. I have implemented adaptive audio behaviors in Unity and Unreal using Wwise and FMOD, collaborated across multidisciplinary teams, and contributed to projects for organizations including NOAA, USGS, Xerox PARC, and NEOM. I also co-developed patented audio technology (US Patent #11825394) and have led audio production across both large-scale installations and interactive media projects.

KRIS FORCE

I am an award-winning sound designer and audio producer specializing in interactive, immersive, and spatial audio systems for games, XR, and digital media. I combine real-time implementation expertise with designing adaptive sound, music, and interaction audio that support immersion, orientation, emotional tone, and user experience across interactive environments. My work spans games, XR, immersive installations, live events, and experimental media, with extensive experience designing parameter-driven audio systems and spatial sound for interactive experiences. I have implemented adaptive audio behaviors in Unity and Unreal using Wwise and FMOD, collaborated across multidisciplinary teams, and contributed to projects for organizations including NOAA, USGS, Xerox PARC, and NEOM. I also co-developed patented audio technology (US Patent #11825394) and have led audio production across both large-scale installations and interactive media projects.

Available to hire

I am an award-winning sound designer and audio producer specializing in interactive, immersive, and spatial audio systems for games, XR, and digital media. I combine real-time implementation expertise with designing adaptive sound, music, and interaction audio that support immersion, orientation, emotional tone, and user experience across interactive environments.

My work spans games, XR, immersive installations, live events, and experimental media, with extensive experience designing parameter-driven audio systems and spatial sound for interactive experiences. I have implemented adaptive audio behaviors in Unity and Unreal using Wwise and FMOD, collaborated across multidisciplinary teams, and contributed to projects for organizations including NOAA, USGS, Xerox PARC, and NEOM. I also co-developed patented audio technology (US Patent #11825394) and have led audio production across both large-scale installations and interactive media projects.

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Work Experience

Technical Sound Designer - Tech & Prototype Team at TEKSystems at META
January 1, 2024 - January 1, 2026
Design interactive and spatial audio systems for VR prototypes and Horizon Worlds experiences. Develop adaptive parameter-driven audio behaviors in Unity and Meta Horizon Editor using FMOD Middleware, collaborating cross-functionally with design, engineering and art teams to support immersive XR interactions.
Technical Sound Designer - Lead at Tanzle Inc.
January 1, 2015 - January 1, 2022
Designed UX-focused and spatial audio systems for AR/VR data visualization experiences, supporting navigation, focus, and embodied interaction. Architected adaptive audio behaviors in Unity and Unreal using Wwise and FMOD, synchronizing sound with real-time, data-driven events. Collaborated with design, engineering, and data teams on projects for USGS, NOAA, Xerox PARC, TGS Energy, SaxaVord, and NEOM. Co-developed patented audio technology (US Patent #11825394).
Manager of Audio Services Division at BBI Engineering
January 1, 2007 - January 1, 2015
Designed audio systems for live events, integrated AV, and museum installations, managing client-facing production, technical planning, staffing, and deployment for organizations including SFMOMA, Salesforce, Apple, Google, and Charles Schwab.
Composer, Sound Designer at Tale of Tales BVBA
January 1, 2008 - January 1, 2015
Composed music and designed sound for award-winning independent games including The Path, Fatale, The Graveyard, Bientôt l'été, and Sunset, receiving the Best Sound and Music award for The Path at the Bilbao International Games Festival.
Audio Specialist at Electronic Arts
January 1, 2003 - January 1, 2006
Designed sound effects, music, and UI interaction audio for EA’s The Sims franchise, creating custom sound libraries, dialogue integration, Foley, and interactive audio assets supporting gameplay and player experience.
Audio Producer at MTV Radio Group
January 1, 1999 - January 1, 2001
Produced broadcast audio, station imaging, advertisements, and voice-over sessions for MTV Networks, delivering high-quality mixes and audio production under fast-paced broadcast deadlines.

Education

M.F.A. Electronic Music and Recording Media at Mills College
January 11, 2030 - May 17, 2026
B.A. Media Studies at Vermont College of Union Institute & University
January 11, 2030 - May 17, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet