Symmetry Audio: Kirkland, WA
Owner, Creative Director / Sep 2015 – Present
Google: Mountain View, CA / Apr 2017 – Sep 2017
UX Sound Designer: Created and maintained sound palate for unannounced Google project. Designed user experience sound cues as well as guidelines for audio structure and playback.
HBO Code Labs: Seattle, WA / Apr 2016 – Aug 2017
Audio Designer – VR Projects: Designed audio system and assets for multiple HBO franchise VR experiences, including Westworld VR and Game of Thrones VR. Assessed 3D audio software and solutions for projects. Ongoing research and investigation in emerging audio and media technology.
Unity: Bellevue, WA / Sep 2015 – Dec 2016
Audio Director / Designer: VR Project – Directed and designed audio for an unannounced VR project for Unity’s internal development team. Responsible for sound ideation, design, implementation and review of audio for a VR project. Worked with marketing on licensed and composed music options.
Amazon: Seattle, WA
Sep 2017 – Present
Senior UX Sound Designer, Device Design Group: Design overall user experience audio for Amazon’s devices and design ecosystem. Audio influence includes Amazon Alexa, Echo devices, Fire TV and Fire Tablet UX audio. Oversee and consult for overall customer audio experience across Amazon services.
Microsoft: Redmond, WA
Jan 2010 – Sep 2015
Aesthetic Audio Director – HoloLens: Directed aesthetic audio design for Microsoft HoloLens experiences. Coordinated across multiple studios to ensure forward thinking yet consistent audio experimentation for multiple prototypes and platform guidelines. Discovered and evangelize audio solutions for new and undiscovered content delivery and information systems.
Sound / Sensory Designer – HoloLens Shell: Designed an overall audio style for HoloLens Shell. Worked with interaction and visual designers to deliver a sonic identity and brand for HoloLens. Created audio assets and systems for navigation, transitions, user interactions and alerts that worked for the HoloLens Shell experience as well as the Microsoft Windows ecosystem.
Audio Director – Kinect: Directed audio for Microsoft Kinect pack-in title. Conceptualized, designed, budgeted, and directed music (both composed and licensed), VO and sound effects for Kinect Adventures. Designed, created and directed implementation of User Interface sounds for Kinect Star Wars.
Sony Santa Monica: Santa Monica, CA
Dec 2007 – Dec 2009
Audio Lead – God of War III: Created and executed audio vision, schedule and design for flagship PlayStation 3 title (God of War 3). Managed internal and external sound design team to deliver highest quality audio within a timely manner. Coordinated between team leads, producers, and executives to ensure high visibility of audio.
EA Criterion: Guildford, UK
Nov 2005 – Nov 2007
Audio Lead – Burnout Paradise: Developed and communicated overall creative vision for the audio of Burnout Paradise. Managed, created, and delivered specific audio assets within extreme deadlines. Lead and motivated a team of audio designers. Oversaw playback system, content, quality, and mix for all audio in game. Increased audio department visibility through communication with management / team leads.
Senior Sound Designer – Black: Provided high-quality content for character interaction audio, ambience and scripted explosions. Oversaw, designed, and implemented the Front End / HUD element of audio. Assisted in mixing / testing as well as audio task and feature prioritization.
EA Redwood Shores: Redwood City, CA
Apr 2005 – Sept 2005
Audio Specialist II – James Bond: From Russia With Love: Worked with leading industry professionals on cutting edge proprietary software to design and deliver top quality sound effects under extreme deadlines. Specific duties included: character animation sounds, dynamic stream/RAM cross-fading, spot emitter and prop sounds, scripted event sounds, HUD and pick-up sounds, ambience design and dynamic ambience trigger placement.
LucasArts: San Rafael, CA
Apr 2004 – Mar 2005
Sound Designer – Star Wars Episode III: The Revenge of the Sith: Realized and created and aural brand and style for a game based on recognizable entertainment license. Worked closely with movie and game professionals to coordinate and integrate high quality audio under predetermined marketing deadlines.
Stormfront Studios: San Rafael, CA
Apr 2001 – Apr 2004
Sound Designer – Lord of the Rings: The Two Towers, The Forgotten Realms: Demon Stone, Bloodwake: Designed, implemented, and mixed sound effects for original and licensed IP. Worked with a highly skilled and flexible team of game developers on all stages of production cycles.
JuniorNet, Boston, MA
Sep 1998 – Feb 2001
Sound Designer: Oversaw all levels of production for music, voice, and sound effects for children’s online service provider. Worked closely with external talent, producers, and developers to overcome technical and aesthetic obstacles inherent to Internet and CD-ROM formats.
Blue Man Group: Boston / Chicago / NYC
Aug 1995 – Apr 1998
Audio Engineer: Provided live mixing for internationally renowned theater troupe. Helped design, maintain, and improve large installation sound system. Supported musicians’ and actors’ audio needs before, during, and after performances.