Audio director and mastering engineer with 15+ years of professional audio experience and 1,000+ records mastered. I’ve led audio from concept to shipped implementation on a Steam Early Access looter shooter—owning sound design, dialogue, scoring, and the full in-game mix. I also built and run BreakPoint Mastering, working directly with artists, producers, and label A&R to translate creative goals into precise technical masters for every delivery format. Previously, I spent 16 years at AT&T in production support and testing, specializing in clear communication between technical and creative teams to get things shipped.

Adam Straney

Audio director and mastering engineer with 15+ years of professional audio experience and 1,000+ records mastered. I’ve led audio from concept to shipped implementation on a Steam Early Access looter shooter—owning sound design, dialogue, scoring, and the full in-game mix. I also built and run BreakPoint Mastering, working directly with artists, producers, and label A&R to translate creative goals into precise technical masters for every delivery format. Previously, I spent 16 years at AT&T in production support and testing, specializing in clear communication between technical and creative teams to get things shipped.

Available to hire

Audio director and mastering engineer with 15+ years of professional audio experience and 1,000+ records mastered. I’ve led audio from concept to shipped implementation on a Steam Early Access looter shooter—owning sound design, dialogue, scoring, and the full in-game mix.

I also built and run BreakPoint Mastering, working directly with artists, producers, and label A&R to translate creative goals into precise technical masters for every delivery format. Previously, I spent 16 years at AT&T in production support and testing, specializing in clear communication between technical and creative teams to get things shipped.

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Experience Level

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Work Experience

CEO & Co-founder at Warped Games (Remote)
January 1, 2023 - Present
Founded and leads a 12-person globally distributed MMO-focused studio. Hired engineers across backend, web frontend, and payment systems; keep engineering, art, and business aligned across time zones. Shipped Warped Universe into Steam Early Access. Built a flagship partnership with Mysten Labs through GDC discovery to shipped integration, then returned as a booth and showcase partner. Negotiated vendor deals and led corporate/legal structure and fundraising, keeping a full-time team funded through the build to public launch.
Audio Director at Warped Games (Remote)
January 1, 2023 - Present
Own all audio for Warped Universe as the studio's sole audio practitioner: sound design, music, dialogue, and mix, from asset creation through in-engine implementation. Designed and implemented the full SFX set in Unreal Engine 5 (weapons, abilities, characters/traversal, enemies, environments/ambience, UI, and cinematics). Directed all character voice work (recording our own team as talent, then editing/cleaning/processing and making creative calls on tone and delivery before game integration). Composed and produced the original score for distinct zones and implemented it in engine. Owned all mix decisions and built the systems behind them (submix architecture, voice budgets, concurrency groups, attenuation, and native sidechain ducking using Unreal submixes/dynamics processors). Built and maintained the audio pipeline end to end with Perforce, profiling audio in builds and fixing release issues.
CEO & Co-founder at Warped Games
January 1, 2023 - Present
Founded and led a 12-person globally distributed MMO-focused studio with credits including LEGO Universe, Jumpgate, and Dragons & Titans. Hired and aligned engineering, art, and business across multiple time zones, overseeing backend, web frontend, and payment systems and ensuring cross-team alignment for execution.
Audio Director at Warped Games
January 1, 2023 - Present
Own all audio for Warped Universe as the studio's sole audio practitioner: sound design, music, dialogue, and mix from asset creation through in-engine implementation. Designed and implemented a full SFX set in Unreal Engine 5 covering weapons, abilities, character/traversal, enemies, environments, ambience, UI, and cinematics. Directed all character voice work: recorded internal talent, edited/cleaned/processed lines, made creative calls on tone/delivery/effects/performance nuance, and integrated VO into the game. Composed and produced the original score with distinct music per game zone and implemented it in-engine. Owned every mix decision and built underlying systems including submix architecture, voice budgets, concurrency groups, attenuation, and a native sidechain ducking approach using Unreal submix dynamics so combat clears its own space.
Founder & Mastering Engineer at BreakPoint Mastering
January 1, 2011 - Present
Built and led a mastering studio from the ground up, working directly with artists, producers, and label A&R from first reference to final master. Mastered 1,000+ releases for labels including Sub Pop, Kill Rock Stars, Hardly Art, and Hush Hush, with work passing nearly 200M streams. Evaluated complete recordings daily across tonal balance, dynamics, clarity, presence, depth, and how vocal performances sit within the overall mix, while defending technical decisions to clients with differing perspectives. Translated client goals (often reference tracks or brief direction) into concrete technical choices and mastered for streaming, vinyl, CD, and cassette delivery requirements.
Systems Manager, IVR Production Support at AT&T Mobility
January 1, 2009 - January 1, 2022
Managed production support for IVR, middleware, and web-based systems with 24/7 on-call coverage. Ran release deployments in pre-production and production, deploying code releases and hotfixes to the production IVR platform. Coordinated across business, analyst, development, and test teams for testing and releases, acting as connective tissue between technical and non-technical stakeholders.
Systems Manager, IVR Production Support at AT&T Mobility (direct, then through Tech Mahindra)
January 1, 2009 - January 1, 2022
Managed production support for IVR, middleware, and web-based systems with 24/7 on-call coverage. Ran release deployments in preprod and production, deploying code releases and hotfixes to the production IVR platform. Coordinated testing and releases across business, analyst, dev, and test teams as connective tissue between technical and non-technical stakeholders.
Software Test Engineer / Analyst at AT&T Mobility (through Ciber, Inc., then direct)
January 1, 2006 - January 1, 2009
Tested IVR functionality including menus, phrase tags, data, call flows, call logging, transactions, and routing. Helped plan, lead, and manage QA for major releases and became lead tester for IVR release deployments.

Education

B.A. Sociology (Minor in Internet Resource Creation & Management) at Western Washington University
January 1, 2004 - January 1, 2004
B.A. Sociology (Minor in Internet Resource Creation & Management) at Western Washington University
January 1, 2004 - January 1, 2004
B.A. Sociology (Minor in Internet Resource Creation & Management) at Western Washington University
January 1, 2004 - August 20, 2026

Qualifications

Industry Experience

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