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Work Background
Principal Sound Designer
Free Range GamesPrincipal Sound Designer
Jun. 2024Sausulito, CA
Principal Sound Designer
Free Range GamesPrincipal Sound Designer
May. 2021 - Feb. 2025Sausulito, CA
Audio Director
Free Range GamesAudio Director
May. 2021 - Jun. 2024Sausalito, California, United States
Senior Sound Designer
343 IndustriesSenior Sound Designer
Jun. 2020 - Jan. 2021
Senior Sound Designer -- Contract
Nightdive StudiosSenior Sound Designer -- Contract
Nov. 2019 - Apr. 2023Vancouver, Washington, United StatesSound design for Nightdive Studios reboot of System Shock
Contractor
WhiteMoon Dreams, Inc.Contractor
Jan. 2019 - Jul. 2019South Pasadena, CATransformers: Saviors of Metroplex (Location-Based Experience, PC, Oculus Rift) Responsible for creation and implementation of all audio content Designed and created multiple audio-specific functions and systems Responsible for all dialogue and music management and mix. Tools Used: Unreal Engine 4 with WWISE, Pro Tools, Sound Forge
Audio Director
Big Red Button Entertainment, Inc.Audio Director
May. 2017 - Jun. 2020El Segundo, CaliforniaUnshipped Major Film VR Experience (Oculus) Responsible for creation and implementation of all audio content Designed and created multiple audio-specific functions and systems Oversaw dialogue recording with high profile film talent Tools Used: Unreal Engine 4 with WWISE, Pro Tools, Sound Forge Developed a weapon room ambience system that combined in-game reverb with an interchangeable gun asset layer corresponding to that space
Audio Director
Zero TransformAudio Director
Jun. 2015 - May. 2017Bend OregonProton Pulse (Oculus, Vive, PSVR) Responsible for creation and implementation of all audio content Tools Used: Unity with native sound engine, Pro Tools, Sound Forge Developed a technique for tone-based game sounds to react and “retune” based on the key of the music Used game object-based sound with ambisonic output to create true 3d audio experiences
Senior Sound Designer
Bend StudioSenior Sound Designer
Jun. 2012 - Jun. 2015Bend, ORDays Gone (PS4) Responsible for setting the artistic tone of the game Coordinated several sound designers and engineers in several different locations Actively involved in the design of the audio engine and its integration into the game engine Responsible for interfacing with creative and technical leads of other departments to ensure smooth and efficient delivery of audio assets. Designed and worked directly with programmers to develop audio tools to streamline, standardize, and “idiot proof” audio implementation Direct level scripting of audio content Tools Used: Unreal Engine 4 with SCREAM, a proprietary Sony sound engine, Pro Tools, Sound Forge Designed a flexible system for handling creature vocalizations scaled from individuals to extremely large hordes between multiple states of awareness Implemented an effective weapon sound system over extremely long ranges with significant changes between environments Developed a system of “listeners” to make the environment react to player and non-player actions and events Designed and implemented a comprehensive weather sound system that reacted to global game weather data
Senior Sound Designer
TreyarchSenior Sound Designer
May. 2011 - Feb. 2012Call of Duty: Black Ops 2 (Xbox360, PS3, PC) Creation of multiple sound assets including weapons, foley, and environment Direct level scripting of assets Planned, and directed several live-fire weapons shoots with operating budgets in excess of $20k Tools Used: Proprietary Tools, Pro Tools, Sound Forge Call of Duty: Black Ops (Xbox360, PS3, PC) Directly responsible for the bulk of cutscenes Creation of multiple sound assets including weapons, foley, and environment Direct level scripting of assets Tools Used: Proprietary Tools, Pro Tools, Sound Forge Call of Duty: Modern Warfare (Wii Port) Directed a small team porting CoD: MW to the Wii Reconfigured assets and scripts to fit into a significantly smaller technical footprint than the original Tools Used: Proprietary Tools, Pro Tools, Sound Forge Call of Duty: World at War (Xbox360, PS3, PC) Heavily focused on the Japanese campaign including weapons design, Pacific environmental sounds, and Japanese soldier vocalizations Direct level scripting of assets Call of Duty 3 (Xbox360, PS3, Wii) Lead sound designer with three charges Creation of multiple sound assets including weapons, foley, and environment Tools Used: Proprietary Tools, Pro Tools, Sound Forge Call of Duty: Big Red One (XBox, PS2) Lead Sound Engineer releasing a PS2 CoD game concurrent with the release of Call of Duty 2
Sound Designer/House Composer
Sierra On-LineSound Designer/House Composer
Jan. 2010 - Jun. 2011SWAT 3: Close Quarters Battle (PC) Sole Composer and Sound Designer Tools Used: World Builder, Pro Tools, Sound Forge Leisure Suit Larry's Casino (PC) Sole Composer and Sound Designer Tools Used: AGI Pro Tools, Sound Forge Phantasmagoria II: A Puzzle of Flesh (PC) Composed all music and oversaw implementation Tools Used: Digital Performer, Pro Tools

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