Some career paths are chosen. Mine was decided the first time I heard a lightsaber hum. I was seven years old and I didn't have the words for it yet, but I knew: someone made that sound. Someone sat in a room and built something that didn't exist, and now millions of people feel it in their chest. That's the job I wanted. That's still the job I want. Over the past five years at WayForward Technologies I shipped five console and PC titles — River City Girls 2, Contra: Operation Galuga, Yars Rising, RWBY: Arrowfell, and RetroRealm. What that record doesn't show is what it took to build it: learning to hold an audio vision across three or four projects at once, staying in sync with design and engineering when everyone is behind schedule, making the call on what gets cut when there isn't time for everything. I stopped thinking of myself as a sound designer and started thinking like an audio director — someone responsible not just for what sounds right, but for why, and for the team delivering it. Thank you for your time. Ian Strother _Email not available. Sign in: https://www.twine.net/signup_ |_Phone details not available. Sign in: https://www.twine.net/signup_

Ian Strotherian

Some career paths are chosen. Mine was decided the first time I heard a lightsaber hum. I was seven years old and I didn't have the words for it yet, but I knew: someone made that sound. Someone sat in a room and built something that didn't exist, and now millions of people feel it in their chest. That's the job I wanted. That's still the job I want. Over the past five years at WayForward Technologies I shipped five console and PC titles — River City Girls 2, Contra: Operation Galuga, Yars Rising, RWBY: Arrowfell, and RetroRealm. What that record doesn't show is what it took to build it: learning to hold an audio vision across three or four projects at once, staying in sync with design and engineering when everyone is behind schedule, making the call on what gets cut when there isn't time for everything. I stopped thinking of myself as a sound designer and started thinking like an audio director — someone responsible not just for what sounds right, but for why, and for the team delivering it. Thank you for your time. Ian Strother _Email not available. Sign in: https://www.twine.net/signup_ |_Phone details not available. Sign in: https://www.twine.net/signup_

Available to hire

Some career paths are chosen. Mine was decided the first time I heard a lightsaber hum. I was seven years old and I didn’t have the words for it yet, but I knew: someone made that sound. Someone sat in a room and built something that didn’t exist, and now millions of people feel it in their chest. That’s the job I wanted. That’s still the job I want.
Over the past five years at WayForward Technologies I shipped five console and PC titles — River City Girls 2, Contra: Operation Galuga, Yars Rising, RWBY: Arrowfell, and RetroRealm. What that record doesn’t show is what it took to build it: learning to hold an audio vision across three or four projects at once, staying in sync with design and engineering when everyone is behind schedule, making the call on what gets cut when there isn’t time for everything. I stopped thinking of myself as a sound designer and started thinking like an audio director — someone responsible not just for what sounds right, but for why, and for the team delivering it.
Thank you for your time.

Ian Strother
Email not available. Sign in: https://www.twine.net/signup |Phone details not available. Sign in: https://www.twine.net/signup

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Language

English
Fluent

Work Experience

Senior Audio Designer at WayForward Technologies
September 1, 2021 - Present
Owned end-to-end audio design across five shipped console and PC titles, covering SFX, UI audio, ambiences, weapons, and Foley. Architected and implemented adaptive audio systems in FMOD, Unity, and Unreal Engine, utilizing state machines, snapshots, and real-time parameter control (RTPC) for dynamic, playback-responsive soundscapes. Served as audio point-of-contact across design, engineering, and art departments; coordinated milestone deliverables across 3-4 concurrent projects. Contributed to audio pipeline development and best-practice documentation to support scalable production across a high-volume title slate.
Lead Audio - Visual Technician at Five Star Audio Visual
September 1, 2019 - May 1, 2020
Led planning, coordination, and live operation of full A/V production for high-profile corporate and live events. Managed client expectations and onsite technical teams to ensure consistent, high-quality delivery under pressure.
Recording & Mix Engineer at Omina Labs
March 1, 2015 - August 1, 2019
Recorded and mixed a diverse slate of artists and productions at one of Sacramento's premier commercial studios. Recorded voice-over sessions for video games and audio books, developing precise mic technique and direction skills. Managed session booking, scheduling, and client coordination for a high-throughput studio calendar.

Education

Bachelor of Applied Science at Expression College for Digital Arts
January 11, 2030 - January 1, 2014

Qualifications

Pro Tools (210M & 210P Certified)
January 11, 2030 - April 9, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet