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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
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Halo Infinite Multiplayer Maps Demo
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Halo Infinite Multiplayer Modes Demo
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Halo Infinite Abilities Demo
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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.
Halo 5 Audio Demos
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Halo 5 Character Foley and Ability Demo
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Halo 5 MP Map PistonRemix Enviromental Sounds
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Halo 5 MP Map Haven Enviromental Sounds
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Halo 4
Sound Designer/Audio Implementer
I started working on Halo 4 early in pre-production, prototyping systems and sound design experiences starting with internal proof of concept videos and moving quickly to a vertical slice.
After that I started to build out audio Sandbox Experiences and help the team prove out what the soundscape of Halo 4 should be. Also supported the team with external facing communications, ex. E3 Presentations and Demos.
During production I focused on sound design and implementation of Campaign Ambiences/Moments, Multiplayer Maps/Modes, Weapon Reloads, Foley and some Sandbox Weapons.
Halo 4 Audio Demos
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Halo 4 Campaign Mission 1 Sound Design Demo
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Halo 4 Weapon Fire Sound Design Demo
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Halo 4 MP Map Erosion Environmental Sound Design Demo
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Fable 3
Sound Designer
Provided sound design support for the entire production of the game. Worked closely with the Audio Leads to build soundscapes to support the environments and experiences of the game.
Areas of involvement included:
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Ambiences
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Player Foley
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Level Moments
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UI Sounds
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Cinematic Foley Editing
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VO Processing
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DLC Cinematic Audio Support
Fable 3 Audio Demos
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Fable 3 Environmental Sounds
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Fable 3 Cinematic Foley Editing and VO Processing
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Fable 3 UI Sounds
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Toy Soldiers 2: Cold War
Sound Designer
Worked closely with Audio Leads to provide sound design support for several areas of the game including weapons, reloads, explosions, destructible environments and enemy wave UI sounds.
Also provided voice over support by being one of the voices of the toy soldiers.
Helped mix and tune in game explosion sounds using Wwise for the 3 different camera perspectives of the game.
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Ascend Hand of Kul
Senior Sound Designer/Associate Sound Supervisor
Took over production of Ascend during it's final year of production and acted as both the Senior Sound Designer and Associate Sound Supervisor.
Worked closely with Microsoft Publishing and Signal Studios to help identify areas in risk and support them with coverage plans, outsourcing supervision, sound design and implementation.
Took over the design and implementation of Player controlled experiences including Foley Movement, Weapon Attacks, Magic and Scripted Moments.
Restructured sound banks to work properly under constrained memory restrictions and helped move the entire project from being 100% streamed to working within memory.
Supervised and ran Quality Control for Outsourced Enemy Foley, Vocals and Attacks.