I am Kenneth P. Felton, an Audio Director with a passion for crafting immersive, multi-channel and spatial audio experiences. I excel at building scalable audio pipelines for games, VR, and post-production, leading teams, and delivering high-quality sound design and dialog production under tight deadlines. I thrive in collaborative environments and enjoy shaping creative direction while coordinating with engineers, directors, and QA to ensure our audio aligns with both artistic vision and technical specs. My career spans at Dolby, PlayStation, EA, and VR studios, where I designed, implemented, and mixed AAA audio assets, managed production schedules, and mentored teams. I’m proficient with Unreal and Unity, Wwise and FMOD, Pro Tools, and immersive formats like Dolby Atmos, always aiming to push the boundaries of spatial audio in interactive experiences.

KENNETH P. FELTON

I am Kenneth P. Felton, an Audio Director with a passion for crafting immersive, multi-channel and spatial audio experiences. I excel at building scalable audio pipelines for games, VR, and post-production, leading teams, and delivering high-quality sound design and dialog production under tight deadlines. I thrive in collaborative environments and enjoy shaping creative direction while coordinating with engineers, directors, and QA to ensure our audio aligns with both artistic vision and technical specs. My career spans at Dolby, PlayStation, EA, and VR studios, where I designed, implemented, and mixed AAA audio assets, managed production schedules, and mentored teams. I’m proficient with Unreal and Unity, Wwise and FMOD, Pro Tools, and immersive formats like Dolby Atmos, always aiming to push the boundaries of spatial audio in interactive experiences.

Available to hire

I am Kenneth P. Felton, an Audio Director with a passion for crafting immersive, multi-channel and spatial audio experiences. I excel at building scalable audio pipelines for games, VR, and post-production, leading teams, and delivering high-quality sound design and dialog production under tight deadlines. I thrive in collaborative environments and enjoy shaping creative direction while coordinating with engineers, directors, and QA to ensure our audio aligns with both artistic vision and technical specs.

My career spans at Dolby, PlayStation, EA, and VR studios, where I designed, implemented, and mixed AAA audio assets, managed production schedules, and mentored teams. I’m proficient with Unreal and Unity, Wwise and FMOD, Pro Tools, and immersive formats like Dolby Atmos, always aiming to push the boundaries of spatial audio in interactive experiences.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Beginner
Beginner
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Language

English
Fluent

Work Experience

Sound Designer and Production Lead at Spatial Inc.
January 1, 2021 - December 31, 2023
Led sound design for scenes and soundscapes for Spatial's proprietary software/hardware; prioritized product development workflow; documented feature requests and bugs; coordinated outside contractors and creators; managed internal sound design team; recommended and set up in-house audio production studios; managed SFX libraries and production toolsets.
Mixer and Sound Designer- On-Site- Contract at Dolby Laboratories
January 1, 2018 - December 31, 2025
Coordinated with production mixer, sound supervisor, editor, and director to create original sound elements and Atmos mixes; designed Atmos-format mixing for AAA productions; ensured audio content met target loudness and format specs; collaborated with QA to ensure asset compatibility.
Sound Design and Dialog Manager at Sony Interactive Entertainment America
January 1, 2006 - December 31, 2017
Managed sound design and dialog for PlayStation multi-room facilities; supported marketing/PR coverage at trade shows and campaigns; delivered sound design and mixing for linear content across PlayStation platforms; created in-game sound assets using proprietary tools and middleware; represented PlayStation at panels/conferences; managed staff, budgets, and project scope; co-managed an 18-room facility.
Audio Director and Producer- Remote- Contract at Wabi Sabi Sound
January 1, 2018 - December 31, 2019
Spearheaded sound design, Unreal implementation, and project management for multiple VR projects; established and documented technical/artistic audio charter; communicated audio vision and provided references; designed and implemented audio integration processes with programmers and technical directors; supervised the audio team to ensure quality and alignment with the audio vision.
Audio Director II, EA Games, EA Sports- PS1, PS2, Xbox, Xbox360, PC, PSP at Electronic Arts
January 1, 1994 - December 31, 2006
Directed audio for multiple franchises; supported marketing/PR efforts; delivered sound design and mixing for AAA titles across platforms; created in-game assets using runtime scripting tools and middleware; managed teams and budgets; oversaw a large, multi-site operation.
Sound Effects Editor, Scoring Stage Recordist at Universal City Studios
January 1, 1991 - December 31, 1994
Edited sound effects and conducted scoring stage work; supported project audio objectives in a high-end post environment.

Education

Certified in Music Production and Sound Reenforcement at Sound Master
December 31, 1982 - February 19, 1984
Sound Master was one of only a few sound trade schools available at that time.

Qualifications

Certified ScrumMaster (CSM)
January 11, 2030 - December 23, 2025
Agile Estimating and Planning
January 11, 2030 - December 23, 2025
Wwise 101 certification
January 11, 2030 - December 23, 2025
Dante Level 2 certification
January 11, 2030 - December 23, 2025
Certified ScrumMaster (CSM)
January 11, 2030 - December 23, 2025
Dante Level 2 certification
January 11, 2030 - December 23, 2025
Agile Estimating and Planning
January 11, 2030 - December 23, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services, Education
    paper Grocery Trip 2020

    I created a short “audio drama” to help me learn and evaluate binaural audio production tools. I reworked the experience three different times using audio tools available at the time. This version was done using the Dolby Atmos renderer with the binaural setting and export functions.