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


Senior Sound Designer

343 Industries/Microsoft Studios

Nov 2017 - Present

Halo Infinite

Sound Design, Field Recording and Implementation.

Technical Sound Designer

343 Industries/Microsoft Studios

Jan 2016 - Nov 2017

Halo 5 DLC

Sound Design, Field Recording and Implementation.

Lead Audio Implementer

343 Industries/Microsoft Studios

Jun 2013  - Jan 2016

Halo 5 Guardians

I staffed and managed the entire team of Audio Implementers for the production cycle of Halo 5 Guardians. I also worked on pipeline and resource improvements for the entire Audio Team including helping to develop audio implementation tools, complex audio systems, specs for programmers and fight for more resources (including successfully increasing the memory budget from 24mb on Halo 4 to 300mb for Halo 5).

Revamped the Foley system for Halo 5 and worked with external vendors to create a flexible and stylistic content coverage plan that would be able to adapt to last minute animator changes or frame rate dips. Prepped and supervised all Foley Sessions at Warner Brothers Studio and edited content for in game use. Supervised and directed all audio implementation of Foley assets.

Worked closely with Sandbox and Multiplayer teams to develop new content and ensure audio triggers and coverage were supporting player feedback in game to provide an immersive and game play supportive environment.

Provided Sound Design and Audio Implementation support where needed during production. Provided additional Sound Design support for the DLC releases.

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)
Ascend: Hand of Kul (XBLA)

As a member of Microsoft’s Central Media team my responsibilities include providing Developers currently working with Microsoft’s publishing teams audio support on a case-to-case basis.

Types of services provided include supervision of implemented audio systems, quality control of outsourced sound design, scheduling of production cycles for other Sound Designers/Implementers, reviewing milestone deliveries, implementation of assets and sound design creation.

Sound Designer/Audio Implementer

343 Industries/Microsoft Studios

Jun 2011 - Sep 2012

Halo 4 (Xbox 360)

Worked as a Sound Designer/Implementer within Microsoft’s Central Media team embedded with 343 Industries to provide on site support during their entire pre-production/production cycle.

Services provided included sound design/implementation of several systems for Ambiences, Player/NPC Character Movement, Scripted Events, Multiplayer Modes, Machines/Devices and Vehicles.

Worked closely with Audio and Test teams to provide optimization and proper sound bank management for both Campaign and Multiplayer game play.

Communicated with Audio Director, Level Designers, Animators and the Effects department to provide the Audio team with optimal options for implementation of audio assets.

Helped organize and lead several field-recording trips to gather source including large animal, explosives and gun recording sessions.

Lead Field Recordist

Microsoft Studios/Boom Library

Nov 2011

Helped record the sound libraries Assault Weapons and Gun Handling.

Assault Weapons
25 different weapons coming as 18-channel multitrack recordings with 96kHz / 24bit and more than 14GB in 600 files.

Gun Handling
11 different firearms. Triggers, dry shots, safety switches, reloading, magazines and much more, delivered in our high BOOM Library quality standard with 96kHz, 24bit. Click, click - BOOM!



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 for Microsoft’s internal audio production team I provided asset creation, implementation, dialogue recording/editing, Foley walking/engineering and post production services to several Developers working with Microsoft’s Publishing team.

Worked closely with Sound Supervisors and Audio Directors to convey the projects vision and style in all assets and services provided.

Helped organize and lead several field recording trips including explosions, vehicles, animals and weapons. Also helped with studio maintenance and training of newly recruited sound designers.

Game Audio Instructor

Vancouver Film School

Mar 2010 - Jun 2010

Helped developed and instructed a curriculum to introduce students to advanced forms of game audio including sound design techniques for games, in game Foley, field recording, interactive music systems, Unity, UDK, FMOD and Wwise.


Supervised and mentored sound design 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

Sound Designer

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.


Vancouver Film School

Sound Design for Visual Media

2007 - 2008

Graduated with honors

Certified Pro Tools Operator

Vancouver Film School

Foundation Visual Art and Design

2006 - 2007

Graduated with honors


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