SOUND DESIGNER
What I’m diggin’
Sound Designer
Sound design and implementation for sci-fi fantasy epic, Destiny 2. Creation and Wwise implementation of bespoke assets that conform to sound palette for various lore-based and narrative-driven locations and species. Implementation of audio for interactive/scriptable objects. Develop Reaper scripts (Python, Lua) to enhance and expand sound design and WAAPI (C#) Wwise add-ons for Wwise implementation workflow. Use of ambisonic tools for creation of multichannel assets. (2022—2024)
Associate Audio Designer
Part of award-winning audio team that creates sound design and technical sound design for top-selling franchise, Call of Duty. Audio zoning, blends, portals, collisions, and audio propagation systems for prefabs in large online battle royale map. Implementation of interval, looping, and reactive emitters on BR map. Mentoring and training new hires. Building Python-based and Visual Basic-based tools for batch audio implementation into VFX. (2022)
Audio Artist
Sound design, technical design, dialogue editing, and music for legendary game franchise, Madden NFL. Worked closely with Core Audio, Cinematics, XD, UX, MoGraph, and leadership teams through multiple cycles on updates, new tech, new modes, and content. Work spanned multiple proprietary softwares including middleware, engine, and CSVs. Conceptualized and created unique implementations and sound effects to match the style and tone for each cycle. Responsibilities included prefab creation, sfx/music implementation, trigger implementation, animation tagging, and sfx/music IP creation. (2020—2021)