Tag: Sound Design

  • Ori and the Will of the Wisps

    I’m very proud to have lead my team at Formosa Group – Interactive in the end-to-end audio production for Ori and the Will of the Wisps. Formosa was brought onboard quite late in the production cycle and was faced with the challenge of providing a significantly improved and updated audio experience for the sequel of […]

  • Tiny Bubbles

    I had the distinct pleasure of working with Pine Street Codeworks to help bring this enchanting puzzle game to life! For this project I was essentially the “audio guy” handling nearly every aspect of the audio experience: Audio Director, Composer, Sound Designer, Implementer. I worked directly with Stuart Denman, the principal Engineer/Artist/Designer to really hone […]

  • Mission: ISS for Oculus Rift

    This was an amazing opportunity to work with Oculus and Magnopus to provide end-to-end audio services for their immersive International Space Station VR experience on the Oculus Rift and Gear. From the Press Kit: “Created in collaboration with NASA, Mission: ISS lets users explore the International Space Station in detail and understand what it’s like […]

  • Quantum Break

    Through my contract with Microsoft Games I’ve had the pleasure of working with the Remedy audio department on their new XBox One exclusive title, Quantum Break.  I can’t share much at this state, but I have been helping out as an advisor on both high level systems and hands-on content and implementation.  Remedy has a […]

  • Vegas World

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    Here’s a fun contract I had doing sound design for Flowplay on their Vegas World social casino MMORPG.  In the game you can purchase “Charms” that would give you a bit more luck or make the games pay out a little more over a period of time.  When used while playing slot machines, they would […]

  • Marlow Briggs and the Mask of Death

    This is another project that I worked on with Paul Lipson at Microsoft, this time as a sound designer and sound supervisor.  We helped out the developers, ZootFly, as much as we could with raising the quality of their sound design and implementation in Fmod.  Unfortunately we were not able to work with the developer […]

  • Halo: Spartan Assault

    This was my first game as Sound Supervisor at Microsoft!  My Audio Director was Paul Lipson and we worked with Ramon Kerstens, the Audio Lead at Vanguard Games.  We had a challenge set before us because even though this was a comparatively casual game, it was still Halo and needed to live up to a […]

  • State of Decay

    Here was another great opportunity to work with Kevin Patzelt who is the Audio Director at Undead Labs, and a former employee of mine.  Kevin needed a core set of firearm sounds that would be used as the foundation for further tweaking to create the impressive arsenal found in State of Decay.  Kevin wanted us […]

  • Gun recording session for Takedown

    Here’s a blog entry from Serellan about the gun recording session that we did for their game Takedown.  While the weather was not the most cooperative, we ended up with a ton of great content from two different locations.  The first location had a really great rolling thunder of a tail for each shot.  The […]

  • Halo 4 Sound Design

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    I was fortunate enough to participate in the large team effort to ship Halo 4! Near the end of the project everyone was chipping in and I helped out with some random sound design. This video is a collection of game captures that I would use as reference when designing the individual game assets for […]