Featured Works
Santa Monica Studio
Sound Design Lead
Sound Design Lead for Player Characters (Kratos and Atreus)
This includes all runic abilities, weapons, shields, buffs/debuffs, rage modes, animal transformations, movement & traversal Foley and more.
Collaborated with several teams across the game including creatures, interactables, ambience, cinematics, combat finishers, that also included development partnerships from combat design, animation, and visual effects.
Led a core team of sound designers that were responsible of sound designing different aspects of the player character sounds.
Worked with the Sound Supervisor and mix lead on crafting a cinematic action focused experience for the player experience.
Documented and maintained a schedule throughout development for the player experience to make sure we were achieving our scheduled dates which we worked with production and studio leadership on crafting.
Riot Games
Senior Sound & Dialogue Designer
Senior Sound Designer & dialogue designer for League of Legends & Teamfight Tactics
Content
Conceptualizing, production scheduling, and designing high quality audio assets and voice-over production for over ten champions, in-game creatures and items, adaptive music systems, cinematics, new modes, announcers and more additional content.
Designed a narrative based voice-over trigger system to adapt to gameplay and player behavior to switch voice lines to create a more interactive experience.
Audio lead for sound, music, and voices for several League of Legends game modes including Nexus Blitz, Teamfight Tactics, and other unannounced projects.
Audio Tech
Python scripting experience that guided improvements and development to the voice-over system, resulting in less implementation time and faster iteration.
Collaborated with engineers on a simplified scripting system for sound design event triggers to play for different listeners, resulting in faster workflow for sound designers and more hands-on approaches in the game engine.
Collaborated with programmers on creating an engine-side volume regulation parameter for multiple emitters in close distance to prevent volume spikes without limiting all voices across a map.
Leadership & Ambassadorship
Managed and led the League of Legends audio team during an in-house event to completely rework and streamline how voice-over triggers in League of Legends.
Served as audio lead on several office-wide "thunderdomes" to create video games in under 48 hours, which included virtual reality as a focus.
Helped create a better, more knowledgeable climate for game audio across the company by leading game audio dev workshops and several presentations on how to give audio feedback to non-audio game developers.
Guerrilla Games/ Studio Gobo
Senior Sound Designer II
Sound effects for UI, Weapons, Interactables and Level Ingredients, including collecting lego studs
Blue Point Games
Senior Sound Designer
Sound design for enemy vocals/combat, bosses, and ambience.
Reveal Trailer
Sony Interactive Entertainment
Senior Sound Designer II
Sound design for PlayStation 5 Pro Reveal Trailer
Insomniac Games/ Microsoft Studios
Associate Sound Supervisor
Working closely with Insomniac Games on Sunset Overdrive to achieve a high quality, next generation game audio experience.
Assists Sound Supervisor in preparing and executing documentation on audio system designs, foley recording prep, and tools pipeline setup and troubleshooting.
Planned, directed, and supervised recording sessions for Foley assets and creature vocals.
Designed and edited audio content for a large variety of player Foley, footsteps, and creature vocals.
Implemented and audio content using Wwise and integrating into the developer proprietary engine.