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EXPERIENCE

Co-Owner, Audio Director, and UE Gameplay Engineer - Lunar Tale Games

August 2021 - Present

Phantom Hysteria:

  • Lead Audio Engineer, Sound Designer, and Musician at Lunar Tale Games

  • Designed, recorded, layered, edited Sound to create unique one of a kind sound effects

  • Organized, implemented, mixed, and programmed all audio using Wwise and Unreal blueprinting

  • 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.

  • Utilized Unreal Engine’s Game Play Ability System to create damage and attribute systems

  • Programmed and edited animations graphs for various in game actions and aim offsets

  • Designed and tailored systems for gameplay mechanics and blueprints, while working with the needs of other departments.

  • 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.

  • Main writer of Phantom Hysteria Single “On My Own” and Main theme title screen music.

  • Mixed orchestral stems recorded by the Budapest Orchestra.

  • Audio synced SFX, Foley, and Dialogue for all Phantom Hysteria official promotional trailers and teasers.

  • 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

  • Made widget tools in Unreal Engine 5 to support our previsualization team at Digital Domain.

  • 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.

  • 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.

  • 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:

  • Assisted the recording, layering, and design of sound effect assets for the Office Freakout video game.

  • Voice-acted a minor role.

 

Mixing Engineer - Midnight Mosaic

2015

  • Managed audio hardware installation on recording site for client.

  • Worked with Midnight Mosaic to hone their performances through the recording process.

  • 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:

  • Sound design

  • Audio recording

  • Audio mixing

  • Audio implementation

  • Music/ Songwriting

  • Unreal Engine Generalist: Niagara, Blueprinting, Textures, Materials, Sequencer, UMG, tools creation, UI programming, animation programming and editing, console support, GAS, Networking

  • Soundstage & Field Recording

  • Customer support & Bug fixing

  • SQL

  • Working in experienced teams

 

Software & Equipment:

  • Wwise

  • Reaper

  • Unreal Engine Wwise Integration

  • Pro Tools

  • Logic

  • Audacity

  • SL, API, Audient, and Midas consoles

  • Avid and Digidesign controllers

  • Windows & Mac

  • MySQL

 

EDUCATION

Bachelors of Science in Recording Arts Audio Engineering

Full Sail University: 2016

  • 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.

  • Studied audio in gaming, movies, music, and live sound for broadcast and concerts.

  • Audio programming for gaming in Unity and Unreal blueprinting though Wwise

  • Trained in equal part knowledge as well as hands on workshop projects by industry professionals

  • Crafting unique and satisfying sound effects that are practical and efficient for data limits

  • Audio implementation via software such as Wwise and Unreal engine

  • Field recording and Soundstage experience

  • Proper data storing and organization

  • GPA: 3.9

 

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