Experienced audio professional with strong creative and technical skills, with extensive work in UE5 native audio (Metasounds) and Wwise. Designed scalable implementation systems and mixing workflows in close collaboration with audio programmers and fast-moving development teams. Previously delivered audio for interactive games and worked across linear media including trailers and TV. Open to new opportunities with a strong interest in owning creative audio decisions as well as technical implementation.

William K. James

Experienced audio professional with strong creative and technical skills, with extensive work in UE5 native audio (Metasounds) and Wwise. Designed scalable implementation systems and mixing workflows in close collaboration with audio programmers and fast-moving development teams. Previously delivered audio for interactive games and worked across linear media including trailers and TV. Open to new opportunities with a strong interest in owning creative audio decisions as well as technical implementation.

Available to hire

Experienced audio professional with strong creative and technical skills, with extensive work in UE5 native audio (Metasounds) and Wwise. Designed scalable implementation systems and mixing workflows in close collaboration with audio programmers and fast-moving development teams.

Previously delivered audio for interactive games and worked across linear media including trailers and TV. Open to new opportunities with a strong interest in owning creative audio decisions as well as technical implementation.

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Experience Level

Expert
Expert
Expert
Expert

Work Experience

Principal Audio Designer at Blue Dot Games
April 1, 2025 - Present
Principal Audio Designer working largely independently on a technically demanding role. Led Wwise implementation, mixing, spatialisation, and data-driven audio assignment for bespoke vehicle audio inheriting from base classes. Designed and implemented a volume-driven ambience system that also supports weapon tail switching and dynamic ambience, including a Wwise soundscape component for dynamic ambience. Developed an explosive resonance system using sphere traces and configurable radius collision checks. Optimised occlusion/voice count with configurable distance thresholds to reduce expensive occlusion line traces—improving frame time from ~8ms to <2ms as measured with Unreal Insights and client traces.
Lead Sound Designer at BULKHEAD
December 1, 2023 - March 31, 2025
Lead Sound Designer on WARDOGS with a heavily technical focus leveraging Metasounds. Owned audio direction and prioritised deliverables through alignment with CEO/EP for milestone targets. Designed key implementation systems for weapons, vehicles, and VO scalable across a large game. Worked with core tech to address replication and update-frequency issues affecting 3P audio, ensuring the server is aware of audio components for weapons. Implemented/handled bespoke occlusion, audio compression changes (Bink to PCM), and spatialisation for vehicle audio across 1P/chase cam/3P. Advocated a raycasted bubble approach around the player for early reflections. Managed and directed outsourcers for assets and technical solutions, supported integration of assets into in-house systems, and led daily standups and overarching technical direction for a multi-disciplinary team.
Sound Designer at BULKHEAD
March 1, 2022 - November 30, 2023
Sound design role at BULKHEAD with continued emphasis on both creative and technical development, primarily engine work alongside support for linear trailers and rip-o-matics. Delivered UE4/UE5 audio using Wwise and native UE5 audio/Metasounds, working closely with audio programmers on system design and technical implementation. Used REAPER extensively with plugins and scripts (including Soundtoys, FF, DMG, iZotope, Plugin Alliance, and NVK). Also delivered music on KILLRUN, Battalion: Legacy, and WARDOGS, including designing a music system for WARDOGS.
Guitar Chair (Professional Musician) at Curve Theatre, Leicester
October 1, 2019 - February 29, 2020
Held the guitar chair for the professional run of West Side Story with 8 shows per week (Sundays off) alongside other work. Full-time performing role during October 2019 to February 2020.
Studio Engineer at Games Workshop
February 1, 2019 - March 31, 2022
Sound design and scoring, including recording, mixing, mastering across multiple media types. Worked with marketing/media teams and delivered significant dialogue across trailers, TV series, and audio dramas/audio books. Used Pro Tools and Reaper daily, including Avid S1 to improve workflow efficiency. Performed extensive VO and dialogue work, including regular commercial trailers and TV series work (e.g., Angels of Death). Used Source Connect for remote voice sessions during the pandemic. Used iZotope RX daily for click/plosive removal and denoise tasks, plus broader audio restoration and cleanup.
Freelance Audio Engineer
February 1, 2017 - February 29, 2020
Freelance recording, mixing, and mastering for multiple music styles. Worked across varied recording techniques and delivered high-quality mixes and masters using common plugin suites. Example credits include Argle Bargle and Adekunle Gold (multiple projects with large streaming reach). Utilised Waves, FabFilter, SSL Native, and many other plugins, with strong microphone technique (M/S, ORTF, A/B, spot, close mic). Used outboard equipment including an ISA preamp and channel compressors.

Education

Master of Arts (MA) at University of Birmingham
September 1, 2017 - August 31, 2018
BMus (Hons) Class II (Division I) at University of Birmingham
September 1, 2014 - June 30, 2017

Qualifications

10 GCSEs/6 A-Levels Distinction
September 1, 2007 - August 20, 2026
A-Levels (5 subjects including Music and Music Tech to Grade A)
September 1, 2007 - August 20, 2026

Industry Experience

Gaming, Media & Entertainment
    Game and media music portfolio

    Collection of music for games and media from over the years.

    Sound Designer Portfolio

    Collection of sound design work from over the years. Everything you hear here is made by me, and exists either in engine or in a linear format.