Available to hire
Game audio professional with deep, hands-on experience designing, implementing, and optimizing interactive audio for shipped and in-development games.
Daily user of Wwise with a strong focus on performance optimization, scalable audio architecture, and Unreal Engine integration. Known for wearing both creative and technical hats, sometimes at the same time, and for calmly chasing down bugs that only appear at 2 a.m.
Collaborates closely with design, engineering, and art teams to deliver audio that feels great, runs efficiently, and does not make the CPU cry.
Work Experience
Lead Sound Designer / Composer at Unchained Entertainment
January 1, 2022 - PresentLead audio development for live and in-development game projects, owning sound design, music, and technical implementation. Managed audiokinetic licensing and improved end-to-end audio pipelines in coordination with gameplay, design, art, and engineering teams.
Sound Designer at Lost Boys Interactive
June 1, 2022 - November 1, 2022Delivered Foley, ambience, and SFX content for a AAA video game remake. Implemented Foley and sound effects in Unreal Engine 4, synced to animation systems, while maintaining high quality standards.
Sound Designer / Composer at Unchained Entertainment
June 1, 2021 - June 1, 2022Led a full Wwise architecture overhaul for two MMORPGs in development. Refactored Events, RTPCs, ShareSets, busses, and routing for scalability and performance.
Audio Artist (Contract) at Electronic Arts (EA Games)
March 1, 2020 - August 1, 2020Edited dialogue, walla, and sound effects for Madden 21. Coordinated scheduling and delivery of post-production assets to external facilities.
Freelance Sound Designer / Composer at Various Clients
January 1, 2016 - January 1, 2019Provided sound design services including Foley, field recording, and SFX editing, along with voice-over production services and original music composition for games.
Education
Qualifications
Industry Experience
Gaming, Media & Entertainment, Computers & Electronics
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