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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.

Education

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

Contact

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