- Audio Direction
Since 2007 I’ve had the opportunity to create audio experiences with industry juggernauts including LucasArts, Epic, Playful, Electronic Arts, Activision, Naughty Dog, Retro, Starbreeze, Disney, and notable mobile application and gaming developers. During my career I have been fortunate enough to have contributed my skills to a few video games that have won audio awards including Uncharted 3 and The Force Unleashed 2.
Most recently I’ve been diving into the new and exciting world of VR audio with titles such as Lucky’s Tale for Oculus, Robo Recall for Oculus and multiple projects for Starbreeze using their next-gen StarVR headset. It is incredibly exciting to be at the forefront of this challenging and boundary pushing technology while defining how to craft the best sounding experiences for the new medium.
Along with my career I also feel a strong need to give back. I want to help others navigate through the murky waters of becoming a professional in the audio industry by sharing everything I’ve learned over the course of my career.
Dual Degrees from CU Denver.
Created sound effects by using an immense sound library database, recorded new sounds, mixed them together in ProTools and Nuendo, edited the sfx using SoundForge, then finally used several proprietary game engine tools to get those sounds into the game.
Created sound effects: recorded original assets and utilized Soundminer to create original sounds in ProTools and SoundForge. Integrated the sounds using Wwise and other proprietary vfx authoring tools: animation tools, lua scripts, excel document management, placing sounds in the 3d world and more. Edited and integrated music cues.
For Uncharted 3 I created and implemented sound ambiences, reverbs, and more using their proprietary tools.
At GL33k I've been able to work high profile projects in a wide variety of roles. I've composed for the Oculus launch title Lucky's Tale , done sound design for Epic Mickey 2, done Sound Design for Call Of Duty with Raven, and many more projects. I've been exposed to tools ranging from proprietary systems, to Unity stock audio, Unreal Audio, and Wwise using Github, Perforce, and SVN source control technologies. I've also grown as an audio professional by regularly sharing workflows and audio knowledge among top level piers at GL33k.
As a freelancer I've gotten to work on projects that range from location based VR experiences like The Mummy Prodigium Strike, linear promotional media for Starbreeze and Goldieblox, high profile VR games such as Robo Recall and mobile Unity games.