I’m a game developer specializing in sound.
I'm committed to creating interactive entertainment that conditions formative, inspiring, & restorative states in players.
Along the way I hope to foster long-term, meaningful working partnerships.
In the last few years my main tools are Unreal Engine 4, C++, Wwise, Reaktor, modular synthesis, & field recording.
Polyarc
Moss
Twilight Garden
Twilight Garden
Amazon
Crucible
Bungie
Destiny
House of Wolves
THE Dark Below
THE Taken King
House of Wolves
THE Dark Below
THE Taken King
Volition
Red Faction: Armageddon
Saints Row 3 & some of 4
Guillermo del Toro’s inSANE
Saints Row 3 & some of 4
Guillermo del Toro’s inSANE
Awards
Moss
2019 GANG Awards
Winner: Best VR Audio
Winner: Best Sound Design for an Indie Game
Winner: Best Music for an Indie Game
Finalist: Audio of the Year
Finalist: Music of the Year
Finalist: Sound Design of the Year
Finalist: Best Dialog
Finalist: Best Original Instrumental
Finalist: Best Original Song
Winner: Best VR Audio
Winner: Best Sound Design for an Indie Game
Winner: Best Music for an Indie Game
Finalist: Audio of the Year
Finalist: Music of the Year
Finalist: Sound Design of the Year
Finalist: Best Dialog
Finalist: Best Original Instrumental
Finalist: Best Original Song
2019 DICE Awards 2019
Finalist: Outstanding Achievement in Sound Design
Finalist: Outstanding Achievement in Sound Design
2019 Independent Game Festival 2019
Finalist: Excellence in Audio
Finalist: Excellence in Audio
Destiny: The Taken King
2016 GANG Awards
Finalist: Sound Design of the Year
Finalist: Audio of the Year
Finalist: Cinematic Cutscene Audio
Finalist: Sound Design of the Year
Finalist: Audio of the Year
Finalist: Cinematic Cutscene Audio
2016 DICE Awards
Finalist: Outstanding Achievement in Sound Design
Finalist: Outstanding Achievement in Sound Design
Destiny
2015 DICE Awards
Winner: Outstanding Achievement in Sound Design
Winner: Outstanding Achievement in Sound Design
2015 Game Developers Choice Awards
Finalist: Best Audio
Finalist: Best Audio
2015 GANG Awards
Finalist: Sound Design of the Year
Finalist: Sound Design of the Year
2015 Music & Sound Awards
Finalist: Sound Design
Finalist: Sound Design
2016 TEC Awards
Finalist: Interactive Entertainment, Sound Production
Finalist: Interactive Entertainment, Sound Production
Demo
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 sword and shoulder-mounted canon / also excludes some mouse foley in first scene
Cv
Polyarc
2017-Present Audio Director / Moss & Expansion Twilight Garden / PSVR, Oculus Rift, Oculus Quest (Android), Vive / Sound design, direction, implementation, game mix / 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 / Pro Sound Effects
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 management
Bungie
2012-2015 Senior Audio Designer / Destiny & Expansions The Dark Below, House of Wolves / Combatant voice, abilities, movement, weapons, drop ships / Ambience / Prologue cinematics / Game engine cinematic scenes / Scripted events / Player vehicles / Vault of Glass Raid audio / Loudness specification & mix assistance / Additional sound design for player grenades & abilities / Sound for swords, some artifact weapons
Destiny: The Taken King / Combatant sound design direction for voice, weapons, & abilities / Scripted events / Outsourcing process & asset coordination / Cutscenes, scripted events, exotic player weapons, and Kingsfall raid / Kingsfall raid mix
Volition
2009-2011 Audio Designer / Red 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, Poetry, Summer semester
New York University / 2001-2005 / Bachelor of Music / Music Technology, with honors
New York University / 2001-2005 / Bachelor of Music / Music Technology, with honors