Matt Heritage

Language

English
Fluent

Work Experience

Technical Sound Designer & Audio Lead at Osiris Audio Program (Innovation High School)
January 1, 2021 - Present
Founded and scaled a cutting-edge audio production lab from the ground up, securing major capital funding to architect a physical studio and network-wide audio logistics. Standardized a technical curriculum, asset creation pipeline (Wwise implementation and Reaper integration), and on-boarded/mentored over 200 developers. Directed multi-disciplinary pipelines and established technical milestones for large-scale, ongoing production projects.
Operations Manager at Southern Glazer's Wine & Spirits
January 1, 2014 - December 31, 2021
Led large-scale regional teams to execute high-stakes product strategies for multi-million-dollar asset portfolios. Managed complex stakeholder relationships and large-scale project logistics, refining risk management and time-tracking methodologies later applied to game production cycles.
Freelance / Indie Game Dev at Freelance / Independent
January 1, 2024 - Present
Shipped indie titles: designed, implemented, and mixed comprehensive audio ecosystems for Desert Trader, Epiphany, and You Did Nothing. Engineered adaptive systems with real-time parameter controls (RTPCs) and state-driven dynamic music hierarchies in Wwise and FMOD to match real-time gameplay intensity. Authored and debugged in-engine technical audio logic directly within UE5 and Unity 6, ensuring seamless communication between code and audio middleware. Profiled runtime audio to manage voice limits, memory pools, and bank loading, balancing aesthetic audio quality with platform hardware constraints. Served as Audio Lead for the first-place winning project Vertigo, delivering a complete immersive technical soundscape within a 72-hour development cycle.
Technical Sound Designer & Audio Implementer at Independent / Freelance (Indie Game Dev)
January 1, 2024 - Present
Shipped indie titles: Desert Trader, Epiphany, and You Did Nothing. Engineered reactive event systems, RTPCs, and state-driven music hierarchies using Wwise and FMOD to match gameplay intensity. Implemented in-engine audio logic in Unreal Engine 5 and Unity 3D, ensuring seamless middleware communication. Profiled runtime audio to optimize voice limits, memory pools, and bank loading under platform constraints. As Audio Lead for the 1st-place game Verge in a 72-hour jam, delivered an immersive soundscape from scratch.
Audio Technology Director & Systems Lead at Osiris Audio Program (Innovation High School)
January 1, 2021 - Present
Founded and scaled a cutting-edge audio production lab, secured major capital funding to architect a physical studio and network-wide audio logistics. Standardized curriculum pipelines including Wwise implementation and Reaper integration; onboarded and mentored over 200 developers. Directed cross-disciplinary pipelines and workflows, establishing technical milestones for large-scale ongoing production projects.

Education

Bachelor of Arts in Humanities (Music Composition Focus) at Washington State University
January 11, 2030 - May 25, 2026
Master of Arts at Western Governors University
January 11, 2030 - May 25, 2026
WWise Fundamentals Certification at Audiokinetic
January 11, 2030 - May 25, 2026
Bachelor of Arts in Humanities (Music Composition Focus) at Washington State University
January 11, 2030 - May 25, 2026
Master of Arts at Western Governors University
January 11, 2030 - May 25, 2026

Qualifications

Wwise Fundamentals Certification – Audio kin etic
January 11, 2030 - May 25, 2026
Two-Time Nominee, Grammy Music Educator Award
January 1, 2025 - May 25, 2026
Two-Time Nominee, Grammy Music Educator Award
January 11, 2030 - May 25, 2026
WWise Fundamentals Certification
January 11, 2030 - May 25, 2026

Industry Experience

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