I'm Morgan Green, a senior sound designer with 18+ years delivering AAA, forward-thinking cinematic game experiences. I specialize in scalable audio systems, interactive implementation (Wwise, UE5), advanced synthesis, localization pipelines, and cinematic mixing. I'm a self-directed owner of end-to-end audio systems who mentors teams and collaborates across design, engineering, QA, and cinematics to maintain live-service quality. Over the years I've designed weapons and creature audio, built a centralized sound library, and led cross-disciplinary reviews to improve delivery speed and quality. I enjoy creating cohesive soundscapes that strengthen storytelling and gameplay while optimizing pipelines for live service.

Morgan Green

I'm Morgan Green, a senior sound designer with 18+ years delivering AAA, forward-thinking cinematic game experiences. I specialize in scalable audio systems, interactive implementation (Wwise, UE5), advanced synthesis, localization pipelines, and cinematic mixing. I'm a self-directed owner of end-to-end audio systems who mentors teams and collaborates across design, engineering, QA, and cinematics to maintain live-service quality. Over the years I've designed weapons and creature audio, built a centralized sound library, and led cross-disciplinary reviews to improve delivery speed and quality. I enjoy creating cohesive soundscapes that strengthen storytelling and gameplay while optimizing pipelines for live service.

Available to hire

I’m Morgan Green, a senior sound designer with 18+ years delivering AAA, forward-thinking cinematic game experiences. I specialize in scalable audio systems, interactive implementation (Wwise, UE5), advanced synthesis, localization pipelines, and cinematic mixing. I’m a self-directed owner of end-to-end audio systems who mentors teams and collaborates across design, engineering, QA, and cinematics to maintain live-service quality.

Over the years I’ve designed weapons and creature audio, built a centralized sound library, and led cross-disciplinary reviews to improve delivery speed and quality. I enjoy creating cohesive soundscapes that strengthen storytelling and gameplay while optimizing pipelines for live service.

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Language

English
Fluent

Work Experience

Senior Sound Designer at Crystal Dynamics
March 1, 2018 - August 1, 2025
Led the creation and maintenance of a centralized, hand-crafted sound library used across the audio team, reducing iteration time and ensuring cohesive sound language. Designed and implemented advanced weapon audio systems with layered synthesis, field recordings, and modular mixing. Architected a scalable robot-voice ecosystem across 12 localized languages to convey hierarchy and personality, and designed/implemented cinematics audio for cross-platform, localized builds. Mentored junior designers and led cross-disciplinary reviews to improve delivery speed and quality.
Freelance Audio Designer (Project Argus) at The Mill NYC
January 1, 2013 - December 31, 2013
Halo-inspired UI, experience, and menu sound design for a Halo-inspired UI project.
Senior Sound Designer (Contract) at Monolith Studios
July 1, 2015 - June 1, 2017
Designed and implemented all creature/beast audio: field recording, Foley, spectral morphing, and complex Wwise RTPC behavior for dynamic in-game responses. Created unique sonic identities for enemy bosses and implemented them via gameplay hooks and animation-linked audio keys. Built layered combat SFX systems synchronized to animation and gameplay using captured gameplay video and Wwise state logic.
Sound Designer at Monolith Studios (Sub-Contracted from Zombie Studios)
May 1, 2014 - July 1, 2014
Mixed cinematic transitions and implemented localized voice assets across five languages, preserving seamless audio continuity between gameplay and cinematics.
Sound Designer, Composer & Audio Lead at Zombie Studios
January 1, 2006 - July 1, 2014
Led audio across multiple shipped titles: developed sonic vision, composed adaptive and static music, and implemented audio across levels, UI, cinematics, logos, trailers, and all things audio touched. Managed recording/mixing pipelines, supervised sessions, and documented pipelines.

Education

AAAS Degree in Digital Audio Engineering at Shoreline Community College
January 1, 2003 - January 1, 2005

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet