Quantum Conundrum

What I did: Audio Director – all sound design and implementation (except dialog placement) Worked with engineer to make a custom wwise/unreal integration, added special features to unreal
Implementation: wwise
Platform: PC, 360, PS3
Company: Airtight Games

 

Dark Void

What I did: Audio Director – managed team of contract sound designers, worked with composer and engineer to design a new music playback system since fmod did not have one at the time, implemented most of the audio, mixed
Implementation: fmod
Platform: 360, PS3, PC
Company: Omni Audio/Airtight Games

Halo 2 Cutscenes

What I did: Scene specific sound design.  Created sound effect stems that were mixed with in-game sounds and mixed in engine.

Platform: Xbox
Company: Omni Audio

Guild Wars Cinematic Trailer

What I did: Sound design and mix
Platform: PC
Company: Omni Audio

Guild Wars

What I did: Creature sound design (over 200 different creatures), character voices and implementation
Implementation: custom-scripting
Platform: PC
Company: Omni Audio

Rise of Legends Intro Cinematic

What I did: Sound design and mix
System: PC
Company: Omni Audio

Rise of Legends

What I did: Sound design, implementation, and cutscenes
Implementation: proprietary – helped design the system
System: PC
Company: Omni Audio

Evil Dead Regenerations

What I did: Sound effects and mixing for most of the cutscenes
System: PS2
Company: Omni Audio

Small Arms

What I did: Sound effects and character voices
System: XBLA
Company: Omni Audio

Soul of the Ultimate Nation Trailer

What I did: All sound effects and mixing
System: PC
Company: Omni Audio