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