Awards
Halo Infinite
Award Nominations:
MPSE Golden Reel Awards
Outstanding Achievement in Sound Editing: Game Audio
Bafta Awards
Audio Achievement
NAVGTR
Sound Effects
Halo 5
Awards Received:
Motion Picture Sound Editors (MPSE)
Best Sound Editing and Music: Game Cinematics
Halo 4
Awards Received:
29th TEC Awards
Best Interactive Entertainment Sound Production
Game Audio Network Guild 11th Annual Awards
Sound Design of the Year
Best Cutscene Audio
Inside Gaming Awards
Best Sound Design
National Academy of Video Game Trade Reviewers
Best Sound Effects
IGN's Best of 2012
Best Xbox 360 Sound
Best Overall Sound
People's Choice Award/Best Xbox 360 Sound
People's Choice Award/Over all Sound
Award Nominations:
MPSE Golden Reel Awards
Best Sound Editing: Computer Interactive Entertainment
9th British Academy Video Games Awards
Audio Achievement
13th Annual Game Developers Choice Awards
Audio of the Year
British Academy Games Awards
Audio Achievement
International Music Sound Awards 2013
Best Sound Design in Game
Ryse Son of Rome
Award Nominations:
Game Audio Network Guild 12th Annual Awards
Audio of the Year
Sound Design of the Year
Best Cinematic/Cut-Scene Audio
Best Dialogue
Experience
Audio Lead/Senior Sound Designer
343 Industries/Microsoft Studios
Nov 2017 - Present
Halo Infinite (Xbox Series X, Xbox One and PC)
Currently working as Audio Lead for Halo Infinite's Multiplayer Experience. Responsibilities include communicating with other discipline leads to coordinate work, develop coverage plans with a focus of raising Player Feedback and Awareness, prototype game play systems with Sandbox and Multiplayer Designers, reviewing/giving feedback to outsource partners and working with Programmers to get proper triggers for audio.
Owner of several core audio systems that spread across Multiplayer, Campaign and Forge including Foley, Player Abilities and Physics Sounds.
Led Sound Design and Implementation efforts for Multiplayer Maps and Modes.
Created content for Sandbox, Forge, Campaign and Multiplayer Experiences.
Supported Forge Team to revamp the Forge Experience from Halo 5, providing Players with the most extensive Audio Systems that Forge has ever had for a release.
Senior Technical Sound Designer
343 Industries/Microsoft Studios
Jan 2016 - Nov 2017
Halo 5 DLC (Xbox One and PC)
Provided sound design and audio implementation for a variety of Halo 5 DLC content including new multiplayer modes, maps, abilities, UI, weapons, and vehicles.
Worked with the Multiplayer Lead to create systems and content for Halo’s level and mode creation tool “Forge.”
Developed new ways to allow Players to customize the sounds in their user created levels and modes for the first time in the franchise’s history.
Lead Audio Implementer
343 Industries/Microsoft Studios
Jun 2013 - Jan 2016
Halo 5 Guardians (Xbox One)
Staffed and managed a team of 6 Audio Implementers for the production cycle of Halo 5.
Was tasked to improve the implementation pipeline, audio tools and resource management for the entire Audio Team.
Restructured the Wwise project from Halo 4 to Halo 5 to improve stability and the ability to efficiently mix the game.
Collaborated with Programmers to further develop our audio implementation tools and created feature specs for code requests.
Negotiated with Project Tech Leads to acquire a larger audio budget including memory and CPU usage of the audio engine. Successfully increased our audio memory budget from 30mb to over 300mb.
Designed and supported audio systems for several areas of the game including Foley, physics, ambiences, game modes, interactive music, vehicles, and weapons.
Rebuilt the Foley system from past Halo Games to be a granular system that covered a large amount of animations more efficiently.
Created a workflow to allow Outsource Studios to collaborate and create content while offsite.
Teamed up with Sandbox, Campaign and Multiplayer Designers to develop new content and ensure stable audio triggers with the goal of creating an immersive and game-play supportive environment.
Provided sound design and audio implementation support where needed.
Assisted in the editing and mix of trailers, E3 demos, and the final game.
Lead field recording sessions for explosions, weapons, weapon Tails, physics sounds, ambiences, animals, etc.
Associate Sound Supervisor
Microsoft Studios
Sep 2012 - Jun 2013
Ryse: Son of Rome (Xbox One)
Collaborated with the Audio Team onsite at Crytek to establish style guides, content references and system design.
Recorded source recordings for footsteps, arrow whiz bys/impacts and in game armor Foley.
Worked closely with Microsoft’s Animators to create audio content for a series of in-game custom death animations and implemented them using FMOD and the CryEngine.
Provided post-production and mixing services for internal and external game trailers and game-play sequences.
Reviewed production milestones and provided feedback to help the Audio Team meet the quality required for an Xbox One Launch Title.
Ascend: Hand of Kul (XBLA)
Created and implemented all audio content for Player weapons, magic abilities, character Foley, ambiences, and large set piece moments.
Supervised in house Sound Designers, reviewed deliverables, and gave creative feedback for revisions.
Worked with Audio Implementers to refactor the Wwise project and restructure content for memory optimizations.
Collaborated with Publishing Leads and Directors to ensure the Project’s audio was on track and in line with the Audio Director’s vision and style plan.
Sound Designer/Audio Implementer
343 Industries/Microsoft Studios
Jun 2011 - Sep 2012
Halo 4 (Xbox 360)
Recorded, designed, and implemented assets for vehicles, weapons, Foley, ambiences, multiplayer modes and entire campaign missions.
Collaborated with the Audio Programmer to set up and maintain the initial Wwise project.
Worked with the Audio and Test Teams to provide system optimizations and proper sound bank management.
Communicated with the Audio Director, Level Designers, Animators, and the Effects Department to provide the Audio Team with the optimal options for coverage and the implementation of assets.
Supported Team Members as they on-boarded onto the project in the later stages of production.
Mixed a variety of campaign missions and multiplayer game modes.
Established the global settings for occlusion and obstruction.
Provided post-production services for trailers, E3 demos and cinematics.
Helped organize and lead field-recording trips to gather source including large animals, explosions, and weapons.
Lead Field Recordist
Microsoft Studios/Boom Library
Nov 2011
Assault Weapons
Planned, prepped, set up and ran a 50+ microphone weapon session.
Recorded 25 different weapons on an 18-track recorder at 96Khz/24bit.
Timecode aligned all recordings into a large Pro Tools session and delivered it to Boom Library to be edited and sold.
Gun Handling
Recorded a series of weapon handling sounds at a local gun range.
Captured triggers, dry shots, safety switches, reloading, and other weapon handling sounds of 11 different firearms.
Timecode aligned all recordings into a large Pro Tools session and handed it off to Boom Library to be edited and sold.
Sound Designer/Audio Implementer
Microsoft Studios
Jan 2009 - Jun 2011
Trials Evolution (XBLA)
Microsoft FlightLive (Windows Live)
Nike + Kinect Fitness (Xbox 360)
Toy Soldiers Cold War (XBLA)
Trenched (XBLA)
Kinectimals (XBox 360)
Fable 3 (XBox 360 and PC)
Gears of War 3 (XBox 360)
CrackDown 2 (XBox 360)
Alan Wake (XBox 360)
South Park Let's Go Tower Defense (XBLA)
StarWars Kinect (XBox 360)
Halo Waypoint
As a Sound Designer on Microsoft's internal audio production team my responsibilities involved providing sound design, implementation, dialogue recording/editing, running Foley sessions, game mixing and postproduction services for all Developers working with Microsoft’s Publishing Team.
Worked closely with Sound Supervisors and Audio Directors to convey each project’s vision and style guide in all assets and services provided.
Helped organize and lead field recording sessions including explosions, vehicles, weapons, and animals.
Assisted with studio maintenance and the onboarding of new sound designers.
Game Audio Instructor
Vancouver Film School
Mar 2010 - Jun 2010
Helped develop and instruct a curriculum to introduce students to advanced forms of game audio including sound design techniques, audio system design, implementation strategies, field recording, interactive music systems, Unity, Unreal, FMOD and Wwise.
Supervised and mentored students as they collaborated to create and implement assets into smaller scale games developed by VFS’ Game Design Program.
Sound Designer/Audio Implementer
Deep Fried Entertainment
Feb 2009 - Mar 2009
Worked in house designing and implementing assets for a series of Wii Prototypes. Interacted closely with the Art team to facilitate requests and iterations during the production cycle and final mix pass for each of the prototypes.
Teaching Aid/Part Time Instructor
Vancouver Film School
May 2008 - Mar 2009
Provided VFS’ Sound Design for Visual Media Program services including team management, tutoring, Mix Room calibrations, audio equipment repairs, DVD mastering, part time instructing, studio maintenance, Pro Tools HD troubleshooting, marking assignments and Sound Design/5.1 Mixing for several VFS Productions.
Instructed a series of classes introducing students to a variety of microphone designs, frequency responses, polar patterns, sensitivity ratings, pre amp compatibility and microphone placement techniques.
Sound Designer
Airborne Sound
Apr 2008 - Sep 2008
Designed a collection of science fiction sound effects, UI sounds and musical stingers for sales as part of an online library.
Was primarily responsible for quality assurance of uploaded user sound effects and performed various tasks including organizing, labeling and categorizing a large library of submissions for www.soundsnap.com.
Sound Designer
BetUS.com
Apr 2008 - Aug 2008
Was primarily responsible for studio set up, sound effects library management and sound design for daily NFL pod casts.
Graphic Designer/Sound Designer
Lothian Sound and Design
Jul 2004 - Jan 2006
Preformed a variety of different Graphic Design and Sound Design tasks.