Game Clips from Past Projects
All property rights are of their their respective owners
Glassbreakers: Champions of Moss
Audio Director, Polyarc - Responsible for collaborating on resource needs, audio budget, managing team members, supporting Audio Lead through mentorship and coaching, collaborating to establish a creative direction, working closely with design and strike teams to establish audio system needs. Provided content for many in game champions and sandbox systems. Provided outsource management for external teams and contractors.
Moss: Book II
Audio Director, Polyarc - Responsible for collaborating on hiring, audio budget, managing team members, providing creative direction, working closely with design and content teams to establish audio system needs, and working closely with engineering to ensure original systems were systematized and scalable. Provided music direction and emotional context to external composer, provided sound design and implementation for multiple bosses, enemies, new dynamic devices, many in game cinematics, and ambiences. Worked as a part of the Directors team to scope, plan, and prioritize work across the project and strike teams. Helped support external vendors by providing design documentation as well as answering questions.
Legends of Runeterra
Audio Director, Riot Games - Responsible for building audio team, audio budget, managing team members, providing creative direction, worked closely with gameplay and content teams to establish audio system needs, and worked closely with engineering to ensure a strong audio pipeline which included automation for card implementation and bank creation, collaborated with narrative on VO designs including conversational systems, provided sound design and implementation for core card behaviors, the in game button, several champions and many spells, worked with outsourcing for personalization and Set 1 content support as well as collaborated with an in house composer on music needs and implementation.
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Sunset Overdrive
Sound Supervisor, Microsoft Studios - Responsible for managing multiple audio team members, supervising other designers, working closely with Audio Director at Microsoft and Insomniac Audio team. Collaborated on system design for multiple hero based systems including a limb based vanity system as well as a combo based style tier system. I also worked heavily on HDR and side-chain based systems.
Level of Awesome
Vanity
Footsteps
Kinect Star Wars
Sound Supervisor, Microsoft Studios - Responsible for implementation of Rancor destruction system and implementation of all Rancor characters. Worked with 8 developers worldwide to coordinate and assist with all game modes, scheduling, and task management.
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Fable III
Sound Effects Lead, Microsoft Game Studios - Responsible for content creation and implementation for the dog, certain in game cutscenes, implementation of hero, enemies, ambiences and weapons. Supervised multiple audio team members and worked with content outsourcing groups.
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Fable II
Sound Designer, Microsoft Game Studios - This was my first project as a contractor at Microsoft. I was mostly responsible for implementation of the creatures, weapons, and main player characters. Most content was created by Soundelux and Microsoft’s internal sound team.
Condemned 2: Bloodshot
Sound Designer, Monolith Productions -Responsible for content and implementation for characters, melee weapons, physics objects, menus, and animation driven events.
F.E.A.R
Sound Designer, Monolith Productions - Responsible for music implementation and voice over work.
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Condemned: Criminal Origins
Sound Designer, Monolith Productions - Responsible for voice over work as well as collaborating on characters and certain weapons. I also contributed content and implementation for some in game scripted events.