Two decades crafting immersive audio experiences for AAA franchises and pioneering VR titles. Specialist in leading teams, building pipelines, and shipping player-centered soundscapes that serve the vision.
Leading the overall mix for Bungie's upcoming extraction shooter, balancing the competing demands of immersive soundscapes and tactical gameplay clarity. Developed localization pipeline for cinematic dialogue integration across multiple languages. Fostered creative alignment across disciplines while managing the tension between narrative, ambience, and moment-to-moment mechanical feedback.
Leadership & Technical Scope
Crafting cohesive audio vision across interconnected narrative and gameplay systems
Building dialogue localization pipeline for seamless cinematic integration
Coordinating cross-discipline collaboration between audio, design, and technical teams
Establishing mix philosophy: immersion balanced with tactical awareness
Led sound design team for Destiny 2's Witch Queen expansion raid, one of the franchise's most ambitious and well-received releases. Managed two sound designers while personally handling complex implementation and systems design. This project marked the beginning of expanding scope beyond pure sound design into dialogue systems, cinematic pipelines, and localization support—setting the foundation for future leadership roles.
What This Demonstrates
Team leadership: Managed two sound designers while maintaining hands-on creative contribution
Systems thinking: Designed interconnected audio for puzzle mechanics and boss encounters
Cross-functional collaboration: Coordinated with design, art, and narrative teams
Scaling capability: Evolved from individual contributor to team lead on tentpole content
Co-composed and co-produced a full musical number for this VR experience while handling all sound design and implementation. Demonstrates technical depth in spatial audio, creative range in musical production, and the flexibility to work across disciplines. VR work required pioneering HRTF spatialization techniques and real-time headset rotation awareness—skills that translate directly to modern spatial audio demands.
Technical & Creative Range
Musical production: Co-composed and co-produced original musical number; led all arrangement and served as creative lead
VR specialization: Advanced spatial audio implementation and HRTF techniques
Complete ownership: All sound design, implementation, and integration
Platform diversity: Expertise extends beyond traditional flat-screen experiences
MAG
2010
Senior Sound Designer
Zipper Interactive · Sony
First role with full implementation responsibility and direct ownership of end-user experience for a 256-player online shooter—unprecedented scale at the time. Built the foundation for understanding how sound serves both immersion and gameplay clarity in competitive multiplayer environments.
Pipeline & Scale
Large-scale implementation: All sound design and audio systems for 256-player battles
End-to-end ownership: From initial recording to final player experience
AAA shipping discipline: First exposure to Sony's rigorous production standards
Fat Princess Adventures
2015
Audio Director
Fun Bits Interactive · Sony
Oversaw all aspects of audio for this PS4 action-RPG, from music supervision to dialogue implementation and complete sound design. Managed full dialogue pipeline including recording, processing, scripting, and multi-language localization. This role demonstrated comprehensive audio leadership and the ability to wear multiple hats across production. Notably, mixed the launch trailer myself—a rare hands-on touch that exemplifies the breadth of involvement in every aspect of the game's sonic identity.
Full-Spectrum Audio Leadership
Dialogue pipeline: Complete ownership from recording through seven-language localization
Music direction: Supervised composer relationship and implementation
Sound design: All in-game audio creation and implementation
Foundation years. Cut my teeth recording cars for Forza, captured chainsaw source material for Gears of War, recorded footsteps for Fable II, engineered VO sessions for Viva Piñata and Banjo-Kazooie. Learned every building block of game audio: field recording, studio engineering, foley, dialogue editing, sound design, post-production. Contributed to some of the most iconic titles of the Xbox 360 era while mastering the fundamentals that still inform every decision today.
Range & Foundational Skills
Field recording: Cars for Forza, weapons for shooters, environmental assets for open worlds
Studio engineering: VO direction and recording, foley to picture, ADR sessions
Iconic contributions: Source material for Gears of War chainsaw, Fable II footsteps
Diverse clients: Worked across first-party and third-party studios on legendary franchises
Notable titles contributed to: Gears of War, Mass Effect, Fable II, Forza Motorsport 2 & 3, Project Gotham Racing 3 & 4, Crackdown, Age of Empires: The Asian Dynasties, Banjo-Kazooie: Nuts & Bolts, Too Human