Mitchell Kenney
Sound designer and audio professional with 10+ years of audio experience and 3+ years in AAA game development.
About
Sound designer and audio professional with 10+ years of audio experience and 3+ years in AAA game development. Specialized in sound design, dialogue, and technical implementation through audio middleware, game engines, and localization workflows.
Experienced in recording and field recording, implementing Foley, managing audio quality control (including TTS dialogue QC), and integrating localized dialogue assets for multi-language releases. Skilled with tools across Pro Tools, Wwise, FMOD, Unity/Unreal pipelines, and production tracking systems like Jira and Confluence.
- 3 years' experience
- Joined July 2026
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
Work experience· 6 roles
Supported the audio localization lead/software in the project. Responsible for final audio quality across integrated languages and integration of localized audio into the game. Audio processing, audio dialogue effects, editing and mastering of dialogue. Audio bug fixing. Checked and adjusted mixes for cinematic localized content. Performed quality control of TTS (text-to-speech) for U.S. and Spanish.
Integrated dialogue assets into Wwise and into the localization tool. Audio editing for dialogue and sound effects, with quality control on dialogue assets. Added vocal efforts to animations for main characters and NPCs, and worked on multiple interactive button-mash events. Implemented sounds using visual scripting. Designed, edited, and integrated sound effects/Foley into game characters and open world content. Assisted with fixing gameplay bugs during post-production and contributed to final mix.
Implemented Foley for gameplay animations, vignettes, and in-game cinematics. Sound design and implementation for game characters including sand minions and symbiotes. Implemented environment sounds for game objects and specific scenes using sound emitters and prefabs. Used proprietary tools and proprietary game engine. Worked on production post-participation including addressing gameplay bugs during post-production and supporting final mix.
Education
Certifications and awards· 6
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