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.