
EXPERIENCE
Co-Owner, Audio Director, and UE Gameplay Engineer - Lunar Tale Games
August 2021 - Present
Phantom Hysteria:
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Lead Audio Engineer, Sound Designer, and Musician at Lunar Tale Games
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Designed, recorded, layered, edited Sound to create unique one of a kind sound effects
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Organized, implemented, mixed, and programmed all audio using Wwise and Unreal blueprinting
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Created custom audio systems for early reflection traces and reverb to create a more natural
feel of realism -
Wwise portal and rooms systems set up for sound flow through windows and doors; combined with occlusion and obstruction tuning to create a natural feeling soundscape.
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Utilized Unreal Engine’s Game Play Ability System to create damage and attribute systems
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Programmed and edited animations graphs for various in game actions and aim offsets
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Designed and tailored systems for gameplay mechanics and blueprints, while working with the needs of other departments.
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Created, iterated, and optimized visual effects using the Niagara particle system in Unreal with use of various simulation created textures in Fluid Ninja and other custom made textures and materials.
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Main writer of Phantom Hysteria Single “On My Own” and Main theme title screen music.
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Mixed orchestral stems recorded by the Budapest Orchestra.
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Audio synced SFX, Foley, and Dialogue for all Phantom Hysteria official promotional trailers and teasers.
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Assist in QA testing and community feedback adjustments including fixing, testing, and committing minor and major bugs.
Unreal Technical Artist and Pipeline Tools Engineer - Digital Domain
Feb 2023 - June 2023
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Made widget tools in Unreal Engine 5 to support our previsualization team at Digital Domain.
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Made realistic vehicle controls for recording shots in Unreal Engine where realistic vehicle physics were needed. The vehicles I programmed include: Jet, Car, Helicopter, and War ship.
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Worked closely with other pipeline engineers to make a seamless transition of assets from our modeling software and VFX creation tools to Unreal Engine using python and UE blueprinting.
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Worked with artists to create a small library of simple visual effects for previsualization shots for upcoming client projects.
Sound Design and Voice Actor - Hollow Robot Games
2016
Office Freakout:
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Assisted the recording, layering, and design of sound effect assets for the Office Freakout video game.
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Voice-acted a minor role.
Mixing Engineer - Midnight Mosaic
2015
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Managed audio hardware installation on recording site for client.
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Worked with Midnight Mosaic to hone their performances through the recording process.
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Mixed recorded works for mastering engineer.
SKILLS
I am eager to broaden my skills and master what I know. Experiencing new techniques or simply trying
something new will always be valuable to me. By applying my attention to the work, I strive to be proud of the
projects I work on.
Skills and Experience:
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Sound design
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Audio recording
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Audio mixing
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Audio implementation
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Music/ Songwriting
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Unreal Engine Generalist: Niagara, Blueprinting, Textures, Materials, Sequencer, UMG, tools creation, UI programming, animation programming and editing, console support, GAS, Networking
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Soundstage & Field Recording
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Customer support & Bug fixing
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SQL
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Working in experienced teams
Software & Equipment:
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Wwise
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Reaper
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Unreal Engine Wwise Integration
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Pro Tools
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Logic
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Audacity
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SL, API, Audient, and Midas consoles
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Avid and Digidesign controllers
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Windows & Mac
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MySQL
EDUCATION
Bachelors of Science in Recording Arts Audio Engineering
Full Sail University: 2016
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Received hands-on training and experience with the latest industry software and equipment including protools, Logic Pro X, Reaper, SSL, API, Audient, Midas, Avid controllers, Digidesign controllers, ect.
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Studied audio in gaming, movies, music, and live sound for broadcast and concerts.
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Audio programming for gaming in Unity and Unreal blueprinting though Wwise
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Trained in equal part knowledge as well as hands on workshop projects by industry professionals
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Crafting unique and satisfying sound effects that are practical and efficient for data limits
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Audio implementation via software such as Wwise and Unreal engine
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Field recording and Soundstage experience
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Proper data storing and organization
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GPA: 3.9