Stephen Hodde / game, sound design 
contact / at / stephenhodde.com
linkedin

Polyarc Moss / Amazon Crucible / Bungie Destiny, House of Wolves, Dark Below, Taken King / Volition Red Faction: Armageddon, Saints Row 3 & some of 4, Guillermo del Toro’s inSANE 




Demo Reel / featuring sound from Moss (VR) and Destiny, particularly The Taken King expansion
listen for: nature ambiences / enemy voice, language, movement, and weapons / scripted events / projectile flybys and impacts / damage / health indication / player vehicle / player weapons excluding Destiny weapons that are not a sword or shoulder-mounted canon / also excludes some Quill foley in first scene

Polyarc

2017-Present Audio Director / Moss / Sound design, direction, implementation / Music direction, design, implementation / Voice direction and production / Field recording / Additional story design / Linear media direction / Soundtrack mix and production / Outsourcing direction, coordination / Articles / Playstation Lifestyle / Gamasutra

Amazon Game Studios

2015-2017 Audio Director / Crucible / Sound design & implementation for all game audio: foley, weapons, abilities, ambience, ui, damage, & others / Field recording / Music system design / Dialog system design / Audio engineering task backlog management / Composed temp score / Outsourcing contracts & direction / Contract coordination with legal department / Scheduling & project managment

Bungie

2012-2015 Senior Audio Designer / Destiny & Expansions The Dark Below, House of Wolves /
Hive & Fallen combatant voice, abilities, movement, weapons, drop ships / Some Vex voice & abilities / Ambience for the moon, the tower / Cinematic audio for prologues / Game engine cinematic scenes / Scripted events / Player vehicles
 including the Sparrow, Interceptor, Pike / Vault of Glass Raid audio / Loudness specification & mix assistance / Additional sound design for player grenades & abilities / Audio team sound recordist / Sound for swords, some artifact weapons / Destiny: The Taken King / “Taken” combatant sound design direction for voice, weapons, & abilities / Scripted event lead / Outsourcing process & asset coordination / Performed and processed voice of apex boss Oryx and his raid form / Sound design for some cutscenes, scripted events, exotic player weapons, and Kingsfall raid / Kingsfall raid mix

Volition

2009-2011 Audio DesignerRed Faction: Armageddon / Lead / Creature voice, player weapons & abilities, scripted events, ui / Destruction physics system design & implementation / Music system design & implementation / Music outsourcing & direction / Cinematics outsourcing & direction / Composer; additional music / DLC engineering support / Mix / Guillermo del Toro’s inSANE / cancelled / Creature voice / Academic research for creating alien language and non-human methods of communication / Vocal instrument design / Weapons / Saints Row 3 & some of 4 / Ambience, weapons, scripted events, ui & pickups / Music editing, implementation / Paul, a Godzilla sized can of soda

Freelance, Big Spaceship, & Prior

2006-2009 / Music composition and sound design for flash games & ad campaigns / End clients include American Express, Sony Pictures, Yahoo!, Corona, A&E, Epson, HBO, Nike, and Adobe / 2004-2005 / General Assistant, Perfect Mixes / 2000-2001 / Intern, Reflection Sound Studios

Film & TV / Still I Strive, 2012, Sound Designer [documentary] / Enlightened! 2009, Composer: Additional Music [short] / What Are We Doing Here? 2008, Sound Editor, Pre-mixer – Klein Pictures [documentary / The Take, 2008, Additional Sound Designer – Road Less Traveled Productions / Sony Pictures [film / Guide House: Montauk, 2008, Music Supervisor, Composer – Puris Entertainment / ESPN2 [TV]

Education

University of Iowa / 2018 / Writers’ Workshop
New York University / 2001-2005 / Bachelor of Music / Music Technology, with honors

Awards

Destiny: The Taken King / 2016 DICE Award Nominee - Outstanding Achievement in Sound Design / 2016 GANG Award Nominee - Sound Design of the Year, Audio of the Year, Cinematic Cutscene Audio / Destiny / 2015 DICE Award Winner - Outstanding Acheivement in Sound Design / 2015 Game Developers Choice Award Nominee - Best Audio / 2015 GANG Award Nominee - Sound Design of the Year / 2015 Music & Sound Awards - Sound Design Finalis / 2016 TEC Award Nominee - Interactive Entertainment, Sound Production

Craft

Unreal 4 Blueprint / Proprietary game engines / World, 3d, animation markup  / Mission scripting / Wwise / Some Python, Lua / Pro Tools, Nuendo / Kyma / max/msp / Reaktor / Modular synthesis  / Sound devices 7-series / Lots of field recording

Supplements


moss reel / VR in-game capture / additional sound design by carlye nyte / moss is probably the quietest game you’ve ever played, until it isn’t / best heard using headphones





destiny: house of wolves prologue // credit: sound design



recording antique carriage clock at memoria technica for moss



recording a victorian music box at memoria technica for moss



micophone preamplifier prototype // etching a circuit board using ferric chloride and a laser printer ink transfer



microphone preamplifer v1



microphone preamplifier v2 // phantom power section



recording dead wind of a burned out forest