Summary


Senior audio leader with 20+ years delivering scalable audio direction for AAA and live-service games. Proven record leading multidisciplinary teams, aligning cross-department priorities, and guiding audio architecture from concept through live operation. Remains hands-on when needed — implementing systems, mentoring designers, and ensuring quality bar across content and pipelines.

Experience


AUDIO LEAD – Intrepid Studios (04/2022 – 02/2026)
  • Led and mentored a 4-person Audio team (3 Sound Designers, 1 Audio Programmer), owning audio vision, strategy, and delivery across a large, evolving live-service project
  • Operated as a centralized audio service function, managing intake, prioritization, and delivery of simultaneous requests while partnering with directors and producers to align scope, schedules, and milestones
  • Directed development of core in-game audio systems, including interactive music, dynamic weather, AI-driven voice, and systemic environmental audio
  • Spearheaded Wwise integration for Unreal Engine in partnership with engineering, designing scalable, performance-conscious audio pipelines
  • Implemented and tuned gameplay audio events, RTPCs, and states in Wwise
  • Performed extensive field recording and asset creation for environmental ambience, props, and systemic world interactions
SENIOR AUDIO DESIGNER – Protagonist Games (07/2020 – 03/2022)
  • Established audio vision while maintaining schedules and budgets across active productions
  • Streamlined Wwise implementation and contributed to internal tool development, improving iteration speed and delivery reliability
  • Coordinated audio priorities across disciplines to ensure milestones were met without compromising quality
  • Edited and integrated music and sound effects to support gameplay readability and pacing
POLICE OFFICER – City of San Diego (05/2018 – 04/2019)
  • Patrol officer
AUDIO DESIGNER – SCEA (05/2014 – 05/2016)
  • Supported three simultaneous PS4 titles, managing workload efficiently to meet overlapping milestones and release timelines
  • Designed and implemented audio content across a wide range of styles through Wwise and Unity
  • Collaborated closely with production and design to ensure audio implementation aligned with schedule and technical constraints
AUDIO DIRECTOR – Molten Games (10/2013 – 03/2014)
  • Established and executed audio vision of flagship unreleased title
  • Managed audio budget and oversaw all external music and voice-over development
  • Spearheaded the implementation and integration of various audio elements through Wwise and Unreal
AUDIO LEAD – Trion Worlds (07/2008 – 10/2013)
  • Directed audio vision, creation, and implementation for Defiance, managing complex audio scope across a cross-media production
  • Led audio scheduling, resource allocation, budgeting, and outsourcing to support a demanding live-service release cadence
  • Coordinated with Syfy’s audio team to align iconic sounds across game and television deliverables
  • Designed internal audio toolsets that significantly improved production efficiency and iteration timelines
  • Edited, cleaned, batch-processed, and implemented large volumes of dialogue and voice-over assets and mixed VO against gameplay and music
AUDIO LEAD – Sony Online Entertainment (01/2004 – 06/2008)
  • Audio Lead for 10+ EverQuest expansions and adventure packs, delivering high-quality audio under recurring deadlines
  • Managed multiple simultaneous releases while coordinating internal and external audio resources
  • Oversaw music and voice-over outsourcing while coordinating schedules across internal and external teams
  • Designed and implemented an early adaptive music system in an MMO
SOUND DESIGNER – Microsoft Games (04/2003 – 10/2003)
  • Recorded, edited, and mastered numerous voice-over sessions
  • Sound creation and implementation
  • Mastering of all in-game music (380 commercial songs)
AUDIO LEAD – Acclaim Entertainment (05/2001 – 12/2002)
  • Led creative direction, implementation, and resource allocation for console titles
  • Engineered numerous field recording sessions
  • Collaborated with other disciplines to bring to life a powerful and massive dynamic voice-over system that led to a more engaging user experience
STAFF AUDIO ENGINEER  – Omega Recording Studios (06/1998 – 05/2001)
  • Recording engineer for various music and voice-over sessions
  • Mastering engineer
  • Instructor for Omega Studios School of Applied Arts and Sciences focusing on studio techniques, digital editing, and MIDI programs

Education


Omega Studios of Applied Arts and Sciences (1997-1998)
  • Avid Certified Pro Tools User
  • Recording Engineering and Studio Techniques Program
  • Sound Reinforcement for Live Sound Program
  • Audio Production Techniques
  • Electronic Music Synthesis and MIDI Program

Skills


Tools: Wwise, Unreal, Unity, Reaper, Pro Tools

Selected Game Credits


MMO / Live Service: Ashes of Creation, Defiance, EverQuest, EverQuest II
Console / Action: Kill Strain, Amped 2, Field Commander
Indie / Mobile: Koi Pond, Distant Shore

Full credit list