Kinect Star Wars
Kinect Star Wars had many teams across developers & publishers working on it. I provided audio direction for Microsoft during the finaling of the project. I designed & oversaw implementation of the Front End / HUD sounds across all modes & the crowd audio system which included writing, supervising the recording & directing of the Walla session.
Kinect Adventures was my first project as Audio Director. I was responsible for the direction of all sound effects, music (composed and licensed) and voice for both linear & interactive sequences. I designed front end sound effects, directed VO, music composition and licensing. I managed teams of internal & external audio vendors, prioritized audio work and directed the final mix.
God of War 3
I was Audio Lead on God of War 3 & the only full time sound employee dedicated to the entirety of the project. I designed player (Kratos) sound effects including Foley, weapons & interactions. I directed Foley sessions & audio outsourcing for creature, cinematic & environment sound effects. I worked closely with the music and voice divisions to ensure quality and continuity across the God of War soundscape.
On Burnout Paradise, I lead a team of sound designers who coordinated with their audio programmer counterparts to deliver in their areas of expertise (vehicles, crashes, environments). In addition to overseeing this work, I designed audio & worked with a programmer to create systems for HUD, front end, boost, traffic and sense of speed.
James Bond: from Russia with Love
As Audio Artist III on James Bond, From Russia With Love, I came in on the final 6 months of the project to design and implement the remaining sound effects for the game. I designed audio for Foley interaction, (non weapon) equipment, multiplayer and environmental objects (point source emitters). I dove deep into implementation on this project, triggering audio from game conditions and parameters such as enemy count, mission % completed & threat level.
I was a Senior Sound Designer on Black. I provided audio design for Foley interaction, bullet impacts, explosions & debirs as well as pick-ups, HUD & front end. I also designed the low health audio filter system which dulled all environment sounds except for bull pass-by sounds & opened the sound filed back up when the player collected more health.
Forgotten Realms: Demon Stone
For Demon Stone, the Forgotten Realms I designed character, enemy, environmental, front end and HUD sounds for gameplay. I also implemented audio into animations and scripted events using proprietary tools and game engines.
Star Wars, Episode 3
As the primary Sound Designer for the game Star Wars, Episode 3, I designed and oversaw implementation for character, enemy, weapon, environment interaction as well as Front End & HUD audio. I coordinated with internal & external Sound Designers including film & VO sound editors from Skywalker Sound. I also co-directed the Skywalker Foley session with the Lucas Film Foley artists.
Lord of the Rings: Two Towers
On Lord of the Rings, The Two Towers, I designed weapon, enemy, magic, and object interaction as well as Front End & HUD audio. I worked closely with Weta and the sound design team from NewLine Cinema / Wing Nut to ensure continuity between the game and movie audio.