skate. [2021-Present]- Senior Sound Designer
Audio domain lead for skateboarding, character foley, and presentation areas
Field recording, sound design, editing, and creation of thousands of assets across the game
Created logic and playback systems for skateboarding and foley sounds
Defining asset standards and structure for the audio team and review of other audio team member’s work
Sourcing/vetting and working with with external partners
Cinematic SFX edit, 5.1 mix, and implementation
Creation and balancing of tasks through JIRA
Haptics protype, design, implementation, and balancing
Cross-domain collaboration (UI, Gameplay, Activities, Cinematics, Worlds, etc.)
“...there are a couple of true strengths that I can identify in Skate’s early access launch – the first of which are the sound effects...Skate absolutely nails its sounds.”
“...the sound of the skateboards is phenomenal.”
FIFA [16-22] - Senior Sound Designer
Sound effects recording, editing, design and implementation (Crowd, Music, UI, Props, etc.)
SFX and BG edits for cinematics, as well as mixing scene transitions to gameplay
Cinematic mixing
VO recording, direction, and motion capture supervision
Responsible for studio and stadium crowd recordings
Final game mixing
Creation and management of various internal sound libraries and databases
“Much of what makes FIFA a consistently strong performer in the presentation area is the solid sound design. ”
“There are some legacy strengths that shouldn’t be taken for granted ...audio presentation is another example of a consistent strength.”
“FIFA’s atmosphere and presentation are stellar”
Atmospheric Audio project [2020]
Created dynamic crowd audio playback system for broadcasters (Sky Sports, BT, BBC, Mediapro etc.)
Supported hundreds of matches for La Liga and English Premier League, with no technical issues or faults
Improved viewership watch times and ratings
Created review system with external contractors and help train broadcast operators
Awards:
SPIA 2020 Sports Technology Innovation of the Year
“...it is a testament to the sound design that features in FIFA that it is being used for this cause.”
“80-85 positive viewer ratings for matches with virtual crowd audio”
“55% of viewers that started a feed without crowd audio switched to (and stayed) on a feed with virtual crowd audio within 3-15 minutes.”
Biidaaban (VR) [2018]- Technical Sound Designer
Sound Designer / Audio Implementer
Sound design and implementation
Handled C# scripting for audio team using proprietary sound tool
Music implementation
Overall mix and tuning user flow
Awards:
Tribeca Film Festival: Official Selection - Storyscapes
Canadian Screen Awards: Best Immersive Experience
LA Film Festival: Official Selection
Need for Speed [2015] - Sound Designer
Sound Designer
Sound design for UI and animation elements
Implementation for various in-game props/objects
Archiving vehicle recordings and creation of asset management system
Car engine creation and implementation with proprietary tools