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Resume
Key Skills
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Recording, editing, and designing sound effects in Pro Tools, Adobe Audition, and Sound Forge |
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Field recording with Sound Devices and Zaxcom equipment using multiple microphone setups |
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Designing and implementing dialog, sound effects, and interactive music systems in Audiokinetic's Wwise |
- Planning, setting up, and managing memory management systems in Wwise
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Implementing sound effects using the Unreal Engine, Infernal Engine, Unity, and proprietary game engines |
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Editing and mixing dialog, music, and sound effects for linear video |
- Scripting experience in LUA, Squirrel, XML, and Python
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Sound Design Experience
Sound Designer
Insomniac Games, Burbank, CA
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2015 - Present |
Currently designing and implementing sound effects for upcoming projects including: "Edge of Nowhere" (PC/Oculus Rift), "Feral Rites" (PC/Oculus Rift), "Song of the Deep" (PS4,XBox One, PC)
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Sound Designer
Microsoft Game Studios, Redmond, WA
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2014 - 2015 |
Designed character sound effects for the “Killer Instinct” (XBox One) franchise. Implemented all assets in the game engine using Wwise, LUA scripting, and proprietary animation and level editing tools. Designed the bulk of sound effects assets for Riptor, Aganos, Hisako, and Aria. Edited sound effects and mixed DM&E stems for the majority of the KI Season 2 'Rivals' story mode cinematics. Designed all UI sound effects for KI Season 2's 'Shadow Lab' game mode. Designed sound effects and mixed DM&E stems for KI Season 2's Omen, Hisako, and Aria character announcement trailers.
Recorded, edited, and implemented sound effects for player footsteps and character movements in “Sunset Overdrive” (XBox One). Implemented and mixed the player grinding and traversal audio systems. Mixed and prioritized all creature sound effects using Wwise's HDR system. Designed additional content for enemies, weapons, and scripted moments as needed. |
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Cinematic Sound Editor
Airtight Games, Redmond, WA
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2013 - 2014 |
Mixed dialog, music, and effects stems for Matinee and BINK cinematics in six localized languages for the upcoming release, "Murdered: Soul Suspect" (XBox One, PS4). Edited foley for cinematics.
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Sound Designer
Microsoft Game Studios, Redmond, WA
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2012 - 2013 |
Designed and implemented audio for Signal Studios' "Ascend: Hand of Kul" (XBox 360). Coordinated with Microsoft sound supervisors and sound designers to author and implement content for all audio systems. Trained and worked with implementation support staff to tag additional character animations, implement SFX for scripted events and new level ambiences, and manage our memory banks system.
Designed various audio assets for "Crimson Dragon" (XBox One) and "Project Spark" (XBox One).
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Contract Audio Designer
Signal Studios, Kirkland, WA
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2012 - 2012 |
Scoped and set up all audio systems in "Ascend: Hand of Kul." Collaborated with Signal's programmers and producers to identify and implement the project's code-driven audio needs and adaptive music system. Tagged character animations, set up ambient zones, and attached audio emitters to various game objects/visual effects using Signal's proprietary editing and scripting tools.
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Sound Designer
Microsoft Game Studios, Redmond, WA
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2011 - 2012 |
Recorded, edited, and implemented dialog, music, and sound effects across all audio systems for numerous projects. Designed stereo and surround sound effects stems for in-game cinematics and promotional videos. Mixed dialog, music, and effects stems for in-game cinematics. Worked within Wwise, proprietary audio tools, and game engines to implement audio assets. Coordinated with producers, sound supervisors, test teams, and developers to identify, track, and fix audio bugs.
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Education
Diploma - Sound Design for Visual Media |
2010 |
Vancouver Film School
Vancouver, British Columbia, Canada
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Bachelor of Science - Business Management & Administration, Minor in Psychology |
2005 |
University of Delaware
Newark, Delaware, United States of America |
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Prior Work Experience
Freelance Music Recording Engineer
Wilmington, Delaware, USA
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2006 - 2010 |
Recorded and mixed LP/EP-length demos and full-length releases for Delaware, Philadelphia, and New Mexico-based rock artists.
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International Underwriter
ACE Advantage, Wilmington, Delaware, USA
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2007 - 2008 |
Drafted and sold international property and casualty insurance policies for U.S.-based clients with operations overseas. Served as primary contact for customers' questions and concerns regarding coverages. Coordinated with ACE's international business units and regional sales teams to service existing accounts, meet our monthly sales goals, and generate new business. |
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Customer Service Team Lead & Account Specialist
ACE Advantage, Wilmington, Delaware, USA
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2006 - 2007 |
Managed monthly policy renewal process and led regional sales support team. Maintained client database and issued insurance policies. Tracked monthly policy registration and documentation to ensure accurate and timely product delivery. Created training documentation and trained new hires.
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Collections Coordinator
ACE Wilmington Financial, Wilmington, Delaware, USA
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2005 - 2006 |
Corresponded with US insurance brokers, business partners, and other ACE offices to reconcile overdue and outstanding accounting balances. | | | |
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