
Halo Infinite
Audio Lead/Senior Sound Designer
During the production of Halo Infinite I was owner of several core audio systems that spread across Multiplayer, Campaign and Forge. I also was the Audio Lead for the Multiplayer Experience where I communicated with Multiplayer and Sandbox Designers/Directors to come up with coverage plans that focused on using audio to raise the Player's combat awareness/feedback. Beyond Lead duties I also sound designed and implemented content.
Areas of ownership include:
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Multiplayer Maps and Modes
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Player Movement Sounds
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NPC Character Movement Sounds
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Cinematic Foley Supervision
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Reload Sounds
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Ability and Equipment Sounds
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Physics Sounds
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Forge Audio
Halo Infinite Audio Demos


Halo Infinite Multiplayer Maps Demo

Halo Infinite Multiplayer Modes Demo

Halo Infinite Abilities Demo

Halo 5
Lead Audio Implementer
As Lead Audio Implementer I managed a team of 6 Technical Sound Designers that oversaw the implementation of sound effects and music for the entire project. I personally owned several implementation systems including Player Foley, Ambiences, Campaign Moments, Sandbox Sounds and the sound design for Player Foley and Character Abilities.
Worked closely with Sandbox Designers to build out audio systems to support large scale changes to Halo's game play like the addition of Spartan Abilities (Clamber, Slide, Thrusters, Evade, Ground Pound, etc.)
Halo 5 DLC
Senior Technical Sound Designer
I provided Sound Design and Implementation support for Halo 5's Live Service. My primary focus was on Multiplayer Maps, Modes, Abilities, Reloads and Foley.