Defector
Defector

Role: Audio Lead Sound design, implementation, mixing, ADR recording, ADR editing and mastering, music system design and implementation.

press to zoom
B Team
B Team

Role: Audio Lead Sound design, implementation, mixing, ADR recording, ADR editing and mastering, music system design and implementation.

press to zoom
Wilson's Heart
Wilson's Heart

Role: Audio Lead I came onto this as a sound designer and transitioned to the lead role halfway through the project. I also handled most of the sound design and implementation, and music implementation.

press to zoom
Killing Floor 2
Killing Floor 2

Role: Sound design and implementation. I was only on this project for a few months, but it was a ton of fun to work on!

press to zoom
Recore
Recore

Role: Audio Lead As part of GL33k, we were responsible for all sound and implementation of the player character, the main enemies and bosses, and all of the overworld levels. I coordinated directly with Microsoft and other teams around the world to help make sure everything went in and sounded great. Unfortunately, I had a death in the family at the end of this project, so I missed getting to fly out to Redmond to help mix, but that's the way the cookie crumbles...

press to zoom
Halo:  The Master Chief Collection
Halo: The Master Chief Collection

Role: Sound design and implementation. This was the first project I worked on after moving back to Austin. As a part of GL33k, I worked onsite at Certain Affinity to implement all of the environment sounds for the Halo 2 multiplayer maps, with some sweet design help from Bobby Arlauskas. Additionally, I implemented all weapon and vehicle sounds that were delivered from Microsoft.

press to zoom
Orcs Must Die
Orcs Must Die

Role: Sound design I was on this project briefly, as a member of GL33k, but I got to do a bunch of fun trap and creature sounds.

press to zoom
Donkey Kong Country Returns
Donkey Kong Country Returns

Role: Sound design and implementation. I moved to California for a few years during this project, so I wasn't on it for very long, but as part of GL33k, I got to work onsite at Retro on some creatures and levels before making the big move.

press to zoom
Star Wars:  The Force Unleashed II
Star Wars: The Force Unleashed II

Role: Audio Lead As GL33k, we worked on the Wii version of this project. We handled all design, implementation and music integration. I got to design some really cool and intricate sequences in Wwise for the Casino level. It was probably more complicated than it needed to be, but hey, it was a long time ago in a galaxy not so far away. ;-)

press to zoom
Ghostbusters
Ghostbusters

Role: Audio Lead This project is near and dear to me because, well it's Ghostbusters! Also though, this was my first game using Wwise, and this is one of the two projects that got GL33k to move to Austin!!! We worked on the Wii sku and had a blast!

press to zoom
Mushroom Men
Mushroom Men

Role: Sound design This was such a fun project to work on! Red Fly gave us complete creative freedom to get weird and do some really fun stuff. I even got to lend my sweet, sweet whistling chops to the main melody! :-)

press to zoom
Metroid Prime 3
Metroid Prime 3

Role: Sound design This was one of the first big games I got to work on, and I only got to work on it briefly, toward the end of the project. I did mostly environmental and puzzle sounds, but I get to say I worked on Metroid!!!

press to zoom