Image

chris dang

+sound design
+middleware
+game audio production
+game audio management
+music production

Image
Image

chris dang

+sound design
+middleware
+game audio production
+game audio management
+music production

Image
Image

chris dang

+sound design
+middleware
+game audio production
+game audio management
+music production

Image
Image
Image

chris dang

+sound design
+middleware
+game audio production
+game audio management
+music production

Image
Image

chris dang

+sound design
+middleware
+game audio production
+game audio management
+music production

Highlight Reel

Hey I'm Chris: a creator, implementer, team manager and producer for Game Audio.

As a sound designer and audio lead, I take a hands-on, team-first approach to game audio, especially in fast-moving environments where adaptability and resourcefulness are key.

I prioritize shipping on time without sacrificing creative integrity, delivering high-quality assets that meet development deadlines. By working closely with other departments, I help define realistic scopes and timelines that keep projects on track while allowing space for experimentation and iteration.

I’m comfortable wearing multiple hats: creating sound design and mixes, building flexible audio pipelines, adjusting rapidly during development shifts, and helping align creative direction across teams. Whether I’m assigning sprint goals or guiding a full milestone cycle, I focus on maintaining momentum and avoiding last-minute crunch. I also maintain clear and simple documentation that’s accessible to all departments, helping keep aesthetics, systems, and technical implementation in sync.

At the core, my goal is to support a game’s emotional and spatial experience through sound that feels deeply connected to the gameplay. I work to maintain alignment with the project’s tone, mechanics, and creative identity, while ensuring smooth communication across internal teams and external collaborators.

Being part of an audio team means more than just designing great sound, it's about creating a structure where great work can happen predictably, efficiently, and collaboratively.

Highlight Reel

Hey I'm Chris: a creator, implementer, team manager and producer for Game Audio.

As a sound designer and audio lead, I take a hands-on, team-first approach to game audio, especially in fast-moving environments where adaptability and resourcefulness are key.

I prioritize shipping on time without sacrificing creative integrity, delivering high-quality assets that meet development deadlines. By working closely with other departments, I help define realistic scopes and timelines that keep projects on track while allowing space for experimentation and iteration.

I’m comfortable wearing multiple hats: creating sound design and mixes, building flexible audio pipelines, adjusting rapidly during development shifts, and helping align creative direction across teams. Whether I’m assigning sprint goals or guiding a full milestone cycle, I focus on maintaining momentum and avoiding last-minute crunch. I also maintain clear and simple documentation that’s accessible to all departments, helping keep aesthetics, systems, and technical implementation in sync.

At the core, my goal is to support a game’s emotional and spatial experience through sound that feels deeply connected to the gameplay. I work to maintain alignment with the project’s tone, mechanics, and creative identity, while ensuring smooth communication across internal teams and external collaborators.

Being part of an audio team means more than just designing great sound, it's about creating a structure where great work can happen predictably, efficiently, and collaboratively.

Highlight Reel

Hey I'm Chris: a creator, implementer, team manager and producer for Game Audio.

As a sound designer and audio lead, I take a hands-on, team-first approach to game audio, especially in fast-moving environments where adaptability and resourcefulness are key.

I prioritize shipping on time without sacrificing creative integrity, delivering high-quality assets that meet development deadlines. By working closely with other departments, I help define realistic scopes and timelines that keep projects on track while allowing space for experimentation and iteration.

I’m comfortable wearing multiple hats: creating sound design and mixes, building flexible audio pipelines, adjusting rapidly during development shifts, and helping align creative direction across teams. Whether I’m assigning sprint goals or guiding a full milestone cycle, I focus on maintaining momentum and avoiding last-minute crunch. I also maintain clear and simple documentation that’s accessible to all departments, helping keep aesthetics, systems, and technical implementation in sync.

At the core, my goal is to support a game’s emotional and spatial experience through sound that feels deeply connected to the gameplay. I work to maintain alignment with the project’s tone, mechanics, and creative identity, while ensuring smooth communication across internal teams and external collaborators.

Being part of an audio team means more than just designing great sound, it's about creating a structure where great work can happen predictably, efficiently, and collaboratively.

Highlight Reel

Hey I'm Chris: a creator, implementer, team manager and producer for Game Audio.

As a sound designer and audio lead, I take a hands-on, team-first approach to game audio, especially in fast-moving environments where adaptability and resourcefulness are key.

I prioritize shipping on time without sacrificing creative integrity, delivering high-quality assets that meet development deadlines. By working closely with other departments, I help define realistic scopes and timelines that keep projects on track while allowing space for experimentation and iteration.

I’m comfortable wearing multiple hats: creating sound design and mixes, building flexible audio pipelines, adjusting rapidly during development shifts, and helping align creative direction across teams. Whether I’m assigning sprint goals or guiding a full milestone cycle, I focus on maintaining momentum and avoiding last-minute crunch. I also maintain clear and simple documentation that’s accessible to all departments, helping keep aesthetics, systems, and technical implementation in sync.

At the core, my goal is to support a game’s emotional and spatial experience through sound that feels deeply connected to the gameplay. I work to maintain alignment with the project’s tone, mechanics, and creative identity, while ensuring smooth communication across internal teams and external collaborators.

Being part of an audio team means more than just designing great sound, it's about creating a structure where great work can happen predictably, efficiently, and collaboratively.

Highlight Reel

Hey I'm Chris: a creator, implementer, team manager and producer for Game Audio.

As a sound designer and audio lead, I take a hands-on, team-first approach to game audio, especially in fast-moving environments where adaptability and resourcefulness are key.

I prioritize shipping on time without sacrificing creative integrity, delivering high-quality assets that meet development deadlines. By working closely with other departments, I help define realistic scopes and timelines that keep projects on track while allowing space for experimentation and iteration.

I’m comfortable wearing multiple hats: creating sound design and mixes, building flexible audio pipelines, adjusting rapidly during development shifts, and helping align creative direction across teams. Whether I’m assigning sprint goals or guiding a full milestone cycle, I focus on maintaining momentum and avoiding last-minute crunch. I also maintain clear and simple documentation that’s accessible to all departments, helping keep aesthetics, systems, and technical implementation in sync.

At the core, my goal is to support a game’s emotional and spatial experience through sound that feels deeply connected to the gameplay. I work to maintain alignment with the project’s tone, mechanics, and creative identity, while ensuring smooth communication across internal teams and external collaborators.

Being part of an audio team means more than just designing great sound, it's about creating a structure where great work can happen predictably, efficiently, and collaboratively.

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Survios Logo
Alien Rogue Incursion

Unreleased Multiplayer Social Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and documentation

Unreleased Rhythm Combat Sports Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, And documentation
Learn More

Alien: RI Evolved Edition

Xbox / PlayStation / PC

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Learn More

Alien: Rogue Incursion VR

PCVR / PSVR / Meta Quest 3

+Survios/20th Century Fox
+Head of Audio Dept 
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
* Winner of 2024 NAVGTR award for Sound Mixing in Virtual Reality
- Nominated for Best Original Score – Video Game at 15th Hollywood Music in Media Awards
- Nominated for Best VR/AR Game at The Game Awards 2025
- Nominated for Immersive Reality Game of the Year at 28th Annual D.I.C.E. Awards
Borderlands 4
Tiny Tina's Wonderlands
Image
Image
Learn More

Borderlands 4

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation, Field and Studio Recording, Outsourcing, ADDs and other documentation
Learn More

Tiny Tina’s Wonderlands

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation

Brutal Orchestra

PC

+ItsTheTalia /Hellbent Games 
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling

Orderly Havoc

PC / Switch

+Ostensible Games/Top Hat Studios
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image
Image

Sabbuth

PC

+Ostensible Games
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling

Perfect Vermin

PC

+ItsTheTalia
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Unreleased Multiplayer Social Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Image

Unreleased Rhythm Combat Sports Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Image

Alien: RI Evolved Edition

Xbox / PlayStation / PC

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Image

Alien: Rogue Incursion

PCVR / PSVR / Meta Quest 3

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
* Winner of 2024 NAVGTR award for Sound Mixing in Virtual Reality
- Nominated for Best Original Score – Video Game at 15th Hollywood Music in Media Awards
- Nominated for Best VR/AR Game at The Game Awards 2025
- Nominated for Immersive Reality Game of the Year at 28th Annual D.I.C.E. Awards
 

 
Image

Borderlands 4

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation, Field and Studio Recording, Outsourcing, ADDs and other documentation
Image

Tiny Tina’s Wonderlands

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation
Image

Brutal Orchestra

PC

+ItsTheTalia /Hellbent Games 
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Orderly Havoc

PC / Switch

+Ostensible Games/Top Hat Studios
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Sabbuth

PC

+Ostensible Games
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Perfect Vermin

PC

+ItsTheTalia
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling

projects in progress

Image

Unreleased Multiplayer Social Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, And documentation
Image

Unreleased Rhythm Combat Sports Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, And documentation
Image

Alien: RI Evolved Edition

Xbox / PlayStation / PC

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Image

Alien: Rogue Incursion

PCVR / PSVR / Meta Quest 3

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
* Winner of 2024 NAVGTR award for Sound Mixing in Virtual Reality
- Nominated for Best Original Score – Video Game at 15th Hollywood Music in Media Awards
- Nominated for Best VR/AR Game at The Game Awards 2025
- Nominated for Immersive Reality Game of the Year at 28th Annual D.I.C.E. Awards

Image

Borderlands 4

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation, Field and Studio Recording, Outsourcing, ADDs and other documentation
Image

Tiny Tina’s Wonderlands

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation
Image

Brutal Orchestra

PC

+ItsTheTalia /Hellbent Games 
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Orderly Havoc

PC / Switch

+Ostensible Games/Top Hat Studios
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Sabbuth

PC

+Ostensible Games
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Perfect Vermin

PC

+ItsTheTalia
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Unreleased Multiplayer Social Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, And documentation
Image

Unreleased Rhythm Combat Sports Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, ADDs and other documentation
Image

Alien: RI Evolved Edition

Xbox / PlayStation / PC

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Image

Alien: Rogue Incursion

PCVR / PSVR / Meta Quest 3

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
* Winner of 2024 NAVGTR award for Sound Mixing in Virtual Reality
- Nominated for Best Original Score – Video Game at 15th Hollywood Music in Media Awards
- Nominated for Best VR/AR Game at The Game Awards 2025
- Nominated for Immersive Reality Game of the Year at 28th Annual D.I.C.E. Awards
Image

Borderlands 4

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation, Field and Studio Recording, Outsourcing, ADDs and other documentation
Image

Tiny Tina’s Wonderlands

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation
Image

Brutal Orchestra

PC

+ItsTheTalia /Hellbent Games 
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Orderly Havoc

PC / Switch

+Ostensible Games/Top Hat Studios
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Sabbuth

PC

+Ostensible Games
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Perfect Vermin

PC

+ItsTheTalia
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Unreleased Multiplayer Social Game

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, And documentation
Image

Unreleased Rhythm Combat Sports Title

TBA

+Survios
+Head of Audio Dept
Sound Design, Music Composition, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, ADDs and other documentation
Image

Alien: RI Evolved Edition

Xbox / PlayStation / PC

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
Image

Alien: Rogue Incursion

PCVR / PSVR / Meta Quest 3

+Survios/20th Century Fox
+Head of Audio Dept
Sound Design, Wwise Implementation, Production / Scheduling, Team Mangagement, Outsourcing, and Documentation
* Winner of 2024 NAVGTR award for Sound Mixing in Virtual Reality
- Nominated for Best Original Score – Video Game at 15th Hollywood Music in Media Awards
- Nominated for Best VR/AR Game at The Game Awards 2025
- Nominated for Immersive Reality Game of the Year at 28th Annual D.I.C.E. Awards
Image

Borderlands 4

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation, Field and Studio Recording, Outsourcing, ADDs and other documentation
Image

Tiny Tina’s Wonderlands

Xbox / PlayStation / PC

+Gearbox Software
+Sound Designer
Sound Design, Wwise Implementation
Image

Brutal Orchestra

PC

+ItsTheTalia /Hellbent Games 
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Orderly Havoc

PC / Switch

+Ostensible Games/Top Hat Studios
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Sabbuth

PC

+Ostensible Games
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

Perfect Vermin

PC

+ItsTheTalia
+Audio Lead
Sound Design, Fmod Implementation, Production / Scheduling
Image

highlights and redesigns

Alien Rogue Incursion
Original Sound Edit, Weapon and Ambience Design
Sound REeL 2021
Sound Redesign and Gameplay
Ghost Recon Wildlands
Sound Redesign
Halo
Sound Redesign
Brutal Orchestra
Original Sound Design and Mix
Perfect Vermin
Original Sound Design and Mix
Doom Eternal - Ballista
Sound Redesign
Warframe - Door Lock Interface
Sound Redesign
Doom Eternal - Heavy Cannon
Sound Redesign

highlights and redesigns

Alien Rogue Incursion
Original Sound Edit, Weapon and Ambience Design
Sound REeL 2021
Sound Redesign and Gameplay
Ghost Recon Wildlands
Sound Redesign
Halo
Sound Redesign
Brutal Orchestra
Original Sound Design and Mix
Perfect Vermin
Original Sound Design and Mix
Doom Eternal - Ballista
Sound Redesign
Warframe - Door Lock Interface
Sound Redesign
Doom Eternal - Heavy Cannon
Sound Redesign

highlights and redesigns

Alien Rogue Incursion
Original Sound Edit, Weapon and Ambience Design
Sound REeL 2021
Sound Redesign and Gameplay
Ghost Recon Wildlands
Sound Redesign
Halo
Sound Redesign
Brutal Orchestra
Original Sound Design and Mix
Perfect Vermin
Original Sound Design and Mix
Doom Eternal - Ballista
Sound Redesign
Warframe - Door Lock Interface
Sound Redesign
Doom Eternal - Heavy Cannon
Sound Redesign

highlights and redesigns

Alien Rogue Incursion
Original Sound Edit, Weapon and Ambience Design
Sound REeL 2021
Sound Redesign and Gameplay
Ghost Recon Wildlands
Sound Redesign
Halo
Sound Redesign
Brutal Orchestra
Original Sound Design and Mix
Perfect Vermin
Original Sound Design and Mix
Doom Eternal - Ballista
Sound Redesign
Warframe - Door Lock Interface
Sound Redesign
Doom Eternal - Heavy Cannon
Sound Redesign
Alien Rogue Incursion
Original Sound Edit, Weapon and Ambience Design
Sound REeL 2021
Sound Redesign and Gameplay
Ghost Recon Wildlands
Sound Redesign
Halo
Sound Redesign
Brutal Orchestra
Original Sound Design and Mix
Perfect Vermin
Original Sound Design and Mix
Doom Eternal - Ballista
Sound Redesign
Warframe - Door Lock Interface
Sound Redesign
Doom Eternal - Heavy Cannon
Sound Redesign

music production and composition

Before transitioning into game audio, I spent over a decade working in music production, composition, and studio recording across both commercial and independent projects.

My background ranges from composing documentary scores for films including the CBC / Documentary Channel feature Genius Factory and Donkey Love, to producing music and jingles for campaigns with brands such as Chipotle, Nike, and the Golden State Warriors. 

I worked as an in-house producer and recording engineer for the U.S. division of Cycadelic Records in Los Angeles, collaborating with both American and Korean Hip Hop artists including J. Y. Park, Nada, and Killagramz.

I also owned and operated a Vancouver-based recording studio where I wrote, recorded, and produced music across a wide range of genres including Hip Hop, Rock, Metal, Electronic, and Singer-Songwriter projects.

More recently, alongside my game sound design work, I’ve continued composing and leading audio production for unreleased game titles, combining cinematic scoring, interactive audio systems, and modern production workflows.

Outside of studio work, I continue to explore music production through my personal project Kabiria. It's indie electronic blending synth-pop, trip hop, dream pop, and 90s-inspired electro-funk.

Before transitioning into game audio, I spent over a decade working in music production, composition, and studio recording across both commercial and independent projects.

My background ranges from composing documentary scores for films including the CBC / Documentary Channel feature Genius Factory and Donkey Love, to producing music and jingles for campaigns with brands such as Chipotle, Nike, and the Golden State Warriors. 

I worked as an in-house producer and recording engineer for the U.S. division of Cycadelic Records in Los Angeles, collaborating with both American and Korean Hip Hop artists including J. Y. Park, Nada, and Killagramz.

I also owned and operated a Vancouver-based recording studio where I wrote, recorded, and produced music across a wide range of genres including Hip Hop, Rock, Metal, Electronic, and Singer-Songwriter projects.

More recently, alongside my game sound design work, I’ve continued composing and leading audio production for unreleased game titles, combining cinematic scoring, interactive audio systems, and modern production workflows.

Outside of studio work, I continue to explore music production through my personal project Kabiria. It's indie electronic blending synth-pop, trip hop, dream pop, and 90s-inspired electro-funk.

Before transitioning into game audio, I spent over a decade working in music production, composition, and studio recording across both commercial and independent projects.

My background ranges from composing documentary scores for films including the CBC / Documentary Channel feature Genius Factory and Donkey Love, to producing music and jingles for campaigns with brands such as Chipotle, Nike, and the Golden State Warriors. 

I worked as an in-house producer and recording engineer for the U.S. division of Cycadelic Records in Los Angeles, collaborating with both American and Korean Hip Hop artists including J. Y. Park, Nada, and Killagramz.

I also owned and operated a Vancouver-based recording studio where I wrote, recorded, and produced music across a wide range of genres including Hip Hop, Rock, Metal, Electronic, and Singer-Songwriter projects.

More recently, alongside my game sound design work, I’ve continued composing and leading audio production for unreleased game titles, combining cinematic scoring, interactive audio systems, and modern production workflows.

Outside of studio work, I continue to explore music production through my personal project Kabiria. It's indie electronic blending synth-pop, trip hop, dream pop, and 90s-inspired electro-funk.

Before transitioning into game audio, I spent over a decade working in music production, composition, and studio recording across both commercial and independent projects.

My background ranges from composing documentary scores for films including the CBC / Documentary Channel feature Genius Factory and Donkey Love, to producing music and jingles for campaigns with brands such as Chipotle, Nike, and the Golden State Warriors. 

I worked as an in-house producer and recording engineer for the U.S. division of Cycadelic Records in Los Angeles, collaborating with both American and Korean Hip Hop artists including J. Y. Park, Nada, and Killagramz.

I also owned and operated a Vancouver-based recording studio where I wrote, recorded, and produced music across a wide range of genres including Hip Hop, Rock, Metal, Electronic, and Singer-Songwriter projects.

More recently, alongside my game sound design work, I’ve continued composing and leading audio production for unreleased game titles, combining cinematic scoring, interactive audio systems, and modern production workflows.

Outside of studio work, I continue to explore music production through my personal project Kabiria. It's indie electronic blending synth-pop, trip hop, dream pop, and 90s-inspired electro-funk.

Before transitioning into game audio, I spent over a decade working in music production, composition, and studio recording across both commercial and independent projects.

My background ranges from composing documentary scores for films including the CBC / Documentary Channel feature Genius Factory and Donkey Love, to producing music and jingles for campaigns with brands such as Chipotle, Nike, and the Golden State Warriors. 

I also worked as an in-house producer and recording engineer for the U.S. division of Cycadelic Records in Los Angeles, collaborating with both American and Korean Hip Hop artists including J. Y. Park, Nada, and Killagramz.

I also owned and operated a Vancouver-based recording studio where I wrote, recorded, and produced music across a wide range of genres including Hip Hop, Rock, Metal, Electronic, and Singer-Songwriter projects.

More recently, alongside my game sound design work, I’ve continued composing and leading audio production for unreleased game titles, combining cinematic scoring, interactive audio systems, and modern production workflows.

Outside of studio work, I continue to explore music production through my personal project Kabiria. It's indie electronic blending synth-pop, trip hop, dream pop, and 90s-inspired electro-funk.

As someone who loves to design order out of chaos, creating / implementing sound design and efficiently bringing games to gold are tasks that I am naturally drawn to.

Whether it's recording a shotgun for a futuristic weapon design, collaborating with teams on new audio systems, scheduling task estimates for Pre Pro to Cert, or planning global syntax for project assets, I find the work satiates both the creative and analytical parts of my brain.

I'm partial to more narrative heavy games that immerse the player within the story. I enjoy the open world / sandbox style exploration that creates a world to escape within, and I appreciate a game that has the dynamic audio to back it up. More recently, I have found the immersive potential of VR to be an amazing new frontier to explore for true audio immersion.

I love to travel and visit new countries and cultures, with Italy and Korea being the top of that list.

Having lived in Vancouver and Los Angeles has reinforced a healthy lifestyle outside of work hours.  Now in Texas, I like to escape the city on long weekends to explore and capture some great recordings along the way.

I also squeeze in a bit of yoga and meditation when I can. On the flip side you can find me at the gun range cycling rounds, or at the coffee shop on my laptop working on a music project.

I have an insatiable desire to learn something new and different every day, ingesting as much as I can from books, podcasts, and online or in-person courses.

And over the years I seem to have accumulated a collection of vintage skateboards and concert tees...

As someone who loves to design order out of chaos, creating / implementing sound design and efficiently bringing games to gold are tasks that I am naturally drawn to.

Whether it's recording a shotgun for a futuristic weapon design, collaborating with teams on new audio systems, scheduling task estimates for Pre Pro to Cert, or planning global syntax for project assets, I find the work satiates both the creative and analytical parts of my brain.

I'm partial to more narrative heavy games that immerse the player within the story. I enjoy the open world / sandbox style exploration that creates a world to escape within, and I appreciate a game that has the dynamic audio to back it up. More recently, I have found the immersive potential of VR to be an amazing new frontier to explore for true audio immersion.

I love to travel and visit new countries and cultures, with Italy and Korea being the top of that list.

Having lived in Vancouver and Los Angeles has reinforced a healthy lifestyle outside of work hours.  Now in Texas, I like to escape the city on long weekends to explore and capture some great recordings along the way.

I also squeeze in a bit of yoga and meditation when I can. On the flip side you can find me at the gun range cycling rounds, or at the coffee shop on my laptop working on a music project.

I have an insatiable desire to learn something new and different every day, ingesting as much as I can from books, podcasts, and online or in-person courses.

And over the years I seem to have accumulated a collection of vintage skateboards and concert tees...

As someone who loves to design order out of chaos, creating / implementing sound design and efficiently bringing games to gold are tasks that I am naturally drawn to.

Whether it's recording a shotgun for a futuristic weapon design, collaborating with teams on new audio systems, scheduling task estimates for Pre Pro to Cert, or planning global syntax for project assets, I find the work satiates both the creative and analytical parts of my brain.

I'm partial to more narrative heavy games that immerse the player within the story. I enjoy the open world / sandbox style exploration that creates a world to escape within, and I appreciate a game that has the dynamic audio to back it up. More recently, I have found the immersive potential of VR to be an amazing new frontier to explore for true audio immersion.

I love to travel and visit new countries and cultures, with Italy and Korea being the top of that list.

Having lived in Vancouver and Los Angeles has reinforced a healthy lifestyle outside of work hours.  Now in Texas, I like to escape the city on long weekends to explore and capture some great recordings along the way.

I also squeeze in a bit of yoga and meditation when I can. On the flip side you can find me at the gun range cycling rounds, or at the coffee shop on my laptop working on a music project.

I have an insatiable desire to learn something new and different every day, ingesting as much as I can from books, podcasts, and online or in-person courses.

And over the years I seem to have accumulated a collection of vintage skateboards and concert tees...

As someone who loves to design order out of chaos, creating / implementing sound design and efficiently bringing games to gold are tasks that I am naturally drawn to.

Whether it's recording a shotgun for a futuristic weapon design, collaborating with teams on new audio systems, scheduling task estimates for Pre Pro to Cert, or planning global syntax for project assets, I find the work satiates both the creative and analytical parts of my brain.

I'm partial to more narrative heavy games that immerse the player within the story. I enjoy the open world / sandbox style exploration that creates a world to escape within, and I appreciate a game that has the dynamic audio to back it up. More recently, I have found the immersive potential of VR to be an amazing new frontier to explore for true audio immersion.

I love to travel and visit new countries and cultures, with Italy and Korea being the top of that list.

Having lived in Vancouver and Los Angeles has reinforced a healthy lifestyle outside of work hours.  Now in Texas, I like to escape the city on long weekends to explore and capture some great recordings along the way.

I also squeeze in a bit of yoga and meditation when I can. On the flip side you can find me at the gun range cycling rounds, or at the coffee shop on my laptop working on a music project.

I have an insatiable desire to learn something new and different every day, ingesting as much as I can from books, podcasts, and online or in-person courses.

And over the years I seem to have accumulated a collection of vintage skateboards and concert tees...

Image

As someone who loves to design order out of chaos, creating / implementing sound design and efficiently bringing games to gold are tasks that I am naturally drawn to.

Whether it's recording a shotgun for a futuristic weapon design, collaborating with teams on new audio systems, scheduling task estimates for Pre Pro to Cert, or planning global syntax for project assets, I find the work satiates both the creative and analytical parts of my brain.

I'm partial to more narrative heavy games that immerse the player within the story. I enjoy the open world / sandbox style exploration that creates a world to escape within, and I appreciate a game that has the dynamic audio to back it up. More recently, I have found the immersive potential of VR to be an amazing new frontier to explore for true audio immersion.

I love to travel and visit new countries and cultures, with Italy and Korea being the top of that list.

Having lived in Vancouver and Los Angeles has reinforced a healthy lifestyle outside of work hours.  Now in Texas, I like to escape the city on long weekends to explore and capture some great recordings along the way.

I also squeeze in a bit of yoga and meditation when I can. On the flip side you can find me at the gun range cycling rounds, or at the coffee shop on my laptop working on a music project.

I have an insatiable desire to learn something new and different every day, ingesting as much as I can from books, podcasts, and online or in-person courses.

And over the years I seem to have accumulated a collection of vintage skateboards and concert tees...

tools i use


MIDDLEWARE
+Wwise
+Fmod

GAME ENGINES
+UE5
+Unity

VERSIONING SOFTWARE
+Perforce
+GitHub Desktop

APPLICATIONS
+Atlassian Jira
+Atlassian Confluence
+Google Docs, Sheets, Slides, Drive
+Microsoft Excel, Word, Onedrive
+Monday
+Adobe Photoshop, Premiere, Media Encoder

AUDIO APPLICATIONS
+Cockos Reaper
+Avid Protools Ultimate
+Ableton Live
+Steinberg Nuendo, Cubase, Wavelab
+Izotope RX7
+Sonarworks SoundID
+Boom Soundweaver
+Propllerheads Reason

AUDIO PLUGINS
+Arturia V Collection, FX Collection
+Audio Brewers Decoder, Encoder, Imager Express
+Audioease Altiverb 7
+Boom Enforcer, ReCenter, Uberloud
+Cableguys Shaperbox
+Fabfilter Total
+IEM Suite
+Ina-GRM Classic
+Izotope Insight2, Neutron, Ozone, Vocal Synth
+JMG Transmutator
+JST Transify
+Kilohearts Ultimate
+Klevgrand Brusfri
+Krotos Dehumaniser, Igniter, Reformer Pro, Weaponizer
+Minimal Morph EQ
+Native Instruments Komplete
+Oeksound Soothe 2
+Output Portal
+PA Black Box HG2, bx_limiter True Peak, bx_subsynth
+Slate VBC,VMR, VTM
+Sonic Academy Kick2
+Soundtoys 5
+Sound Particles
+Tonsturm Traveller, Whoosh
+Transformizer Pro
+UA misc
+Valhalla Room, Shimmer, Supermassive
+Waves Horizon, misc
+Wavesfactory Trackspacer
+Xfer Serum
+Zynaptiq Adaptiverb, Morph, Wormhole

HARDWARE - Microphones
+Rode NSTF-1, Windshield
+Neumann KMR 82i, Windshield
+Deity S-Mic2, Windshield
+Sennheiser MKH8020, Windshield
+Sanken CO-100K, Windshield
+Usi Pro x 2, Windshields
+Clippy Ultra XLR x 2, Windshields
+Neumann TLM 103
+Audiotechnica 4030b
+Aquarian Hydrophonics H2A-XLR
+Sennheiser G3 Wireless Lav System x 2

HARDWARE - Field Recorders
+Zoom F6
+Zoom F3
+Zoom H3-VR
+Zoom H6
+Sony D100

HARDWARE - Preamps / Soundcard
+Avalon 737sp
+ART Digital MPAII (modded)
+RME UCX
+RME Babyface

HARDWARE - Monitoring
+Tannoy Reveal Active x 2
+JBL 305P MkII x 5, JBL LSR 310S
+Sennheiser HD600
+Audeze LCD-GX
+BeyerDynamic DT770 (field recording)

HARDWARE - Misc
+Avid Dock
+Avid Artist Mix
+Presonus Faderport 8
+Ableton Push 2
+Akai MP49

tools i use

MIDDLEWARE
+Wwise
+Fmod

GAME ENGINES
+UE5
+Unity

VERSIONING SOFTWARE
+Perforce
+GitHub Desktop

APPLICATIONS
+Atlassian Jira
+Atlassian Confluence
+Google Docs, Sheets, Slides, Drive
+Microsoft Excel, Word, Onedrive
+Monday
+Adobe Photoshop, Premiere, Media Encoder

AUDIO APPLICATIONS
+Cockos Reaper
+Avid Protools Ultimate
+Ableton Live
+Steinberg Nuendo, Cubase, Wavelab
+Izotope RX7
+Sonarworks SoundID
+Boom Soundweaver
+Propllerheads Reason

AUDIO PLUGINS
+Arturia V Collection, FX Collection
+Audio Brewers Decoder, Encoder, Imager Express
+Audioease Altiverb 7
+Boom Enforcer, ReCenter, Uberloud
+Cableguys Shaperbox
+Fabfilter Total
+IEM Suite
+Ina-GRM Classic
+Izotope Insight2, Neutron, Ozone, Vocal Synth
+JMG Transmutator
+JST Transify
+Kilohearts Ultimate
+Klevgrand Brusfri
+Krotos Dehumaniser, Igniter, Reformer Pro, Weaponizer
+Minimal Morph EQ
+Native Instruments Komplete
+Oeksound Soothe 2
+Output Portal
+PA Black Box HG2, bx_limiter True Peak, bx_subsynth
+Slate VBC,VMR, VTM
+Sonic Academy Kick2
+Soundtoys 5
+Sound Particles
+Tonsturm Traveller, Whoosh
+Transformizer Pro
+UA misc
+Valhalla Room, Shimmer, Supermassive
+Waves Horizon, misc
+Wavesfactory Trackspacer
+Xfer Serum
+Zynaptiq Adaptiverb, Morph, Wormhole

HARDWARE - Microphones
+Rode NSTF-1, Windshield
+Neumann KMR 82i, Windshield
+Deity S-Mic2, Windshield
+Sennheiser MKH8020, Windshield
+Sanken CO-100K, Windshield
+Usi Pro x 2, Windshields
+Clippy Ultra XLR x 2, Windshields
+Neumann TLM 103
+Audiotechnica 4030b
+Aquarian Hydrophonics H2A-XLR
+Sennheiser G3 Wireless Lav System x 2

HARDWARE - Field Recorders
+Zoom F6
+Zoom F3
+Zoom H3-VR
+Zoom H6
+Sony D100

HARDWARE - Preamps / Soundcard
+Avalon 737sp
+ART Digital MPAII (modded)
+RME UCX
+RME Babyface

HARDWARE - Monitoring
+Tannoy Reveal Active x 2
+JBL 305P MkII x 5, JBL LSR 310S
+Sennheiser HD600
+Audeze LCD-GX
+BeyerDynamic DT770 (field recording)

HARDWARE - Misc
+Avid Dock
+Avid Artist Mix
+Presonus Faderport 8
+Ableton Push 2
+Akai MP49

tools i use

MIDDLEWARE
+Wwise
+Fmod

GAME ENGINES
+UE5
+Unity

VERSIONING SOFTWARE
+Perforce
+GitHub Desktop

APPLICATIONS
+Atlassian Jira
+Atlassian Confluence
+Google Docs, Sheets, Slides, Drive
+Microsoft Excel, Word, Onedrive
+Monday
+Adobe Photoshop, Premiere, Media Encoder

AUDIO APPLICATIONS
+Cockos Reaper
+Avid Protools Ultimate
+Ableton Live
+Steinberg Nuendo, Cubase, Wavelab
+Izotope RX7
+Sonarworks SoundID
+Boom Soundweaver
+Propllerheads Reason

AUDIO PLUGINS
+Arturia V Collection, FX Collection
+Audio Brewers Decoder, Encoder, Imager Express
+Audioease Altiverb 7
+Boom Enforcer, ReCenter, Uberloud
+Cableguys Shaperbox
+Fabfilter Total
+IEM Suite
+Ina-GRM Classic
+Izotope Insight2, Neutron, Ozone, Vocal Synth
+JMG Transmutator
+JST Transify
+Kilohearts Ultimate
+Klevgrand Brusfri
+Krotos Dehumaniser, Igniter, Reformer Pro, Weaponizer
+Minimal Morph EQ
+Native Instruments Komplete
+Oeksound Soothe 2
+Output Portal
+PA Black Box HG2, bx_limiter True Peak, bx_subsynth
+Slate VBC,VMR, VTM
+Sonic Academy Kick2
+Soundtoys 5
+Sound Particles
+Tonsturm Traveller, Whoosh
+Transformizer Pro
+UA misc
+Valhalla Room, Shimmer, Supermassive
+Waves Horizon, misc
+Wavesfactory Trackspacer
+Xfer Serum
+Zynaptiq Adaptiverb, Morph, Wormhole

HARDWARE - Microphones
+Rode NSTF-1, Windshield
+Neumann KMR 82i, Windshield
+Deity S-Mic2, Windshield
+Sennheiser MKH8020, Windshield
+Sanken CO-100K, Windshield
+Usi Pro x 2, Windshields
+Clippy Ultra XLR x 2, Windshields
+Neumann TLM 103
+Audiotechnica 4030b
+Aquarian Hydrophonics H2A-XLR
+Sennheiser G3 Wireless Lav System x 2

HARDWARE - Field Recorders
+Zoom F6
+Zoom F3
+Zoom H3-VR
+Zoom H6
+Sony D100

HARDWARE - Preamps / Soundcard
+Avalon 737sp
+ART Digital MPAII (modded)
+RME UCX
+RME Babyface

HARDWARE - Monitoring
+Tannoy Reveal Active x 2
+JBL 305P MkII x 5, JBL LSR 310S
+Sennheiser HD600
+Audeze LCD-GX
+BeyerDynamic DT770 (field recording)

HARDWARE - Misc
+Avid Dock
+Avid Artist Mix
+Presonus Faderport 8
+Ableton Push 2
+Akai MP49

tools i use

tools i use

education

Image
Image
Image
VANCOUVER FILM SCHOOL
Sound Design for Visual Media
2019-2020

Awarded diploma in Sound Design for Visual media.  Intensive program taught by working industry professionals. Included in depth studies and multiple hands on projects with real world deliverables and deadlines.

  • Sound design for Game and Film
  • Middleware Implementation (Wwise, Fmod)
  • Game Engines (Unity, UE4)
  • ADR, Script Management, and Dialogue Editing
  • Foley Performance
  • Production / Location Sound
  • Programming Languages (MaxMSP, Python, C#)
  • Spotting, Editing, and Mixing in 5.1 for Film/TV
SCHOOL OF VIDEO GAME AUDIO
Fmod Implementation + Sound Design
2018-2019

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Fmod's features, plus recording, designing, and implementing all sounds within a MultiPlayer SciFi Shooter.

SCHOOL OF VIDEO GAME AUDIO
Wwise Implementation + Sound Design
2017-2018

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Wwise's features, plus recording, designing, and implementing all sounds within a First Person Shooter.  Additional creative solutions were also taught for occlusion and spatial design.

education

Image
Image
Image
VANCOUVER FILM SCHOOL
Sound Design for Visual Media
2019-2020

Awarded diploma in Sound Design for Visual media.  Intensive program taught by working industry professionals. Included in depth studies and multiple hands on projects with real world deliverables and deadlines.

  • ADR, Script Management, and Dialogue Editing
  • Foley Performance
  • Game Engines (Unity, UE4)
  • Middleware Implementation (Wwise, Fmod)
  • Production / Location Sound
  • Programming Languages (MaxMSP, Python, C#)
  • Sound design for Game and Film
  • Spotting, Editing, and Mixing in 5.1 for Film/TV
SCHOOL OF VIDEO GAME AUDIO
Fmod Implementation + Sound Design
2018-2019

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Fmod's features, plus recording, designing, and implementing all sounds within a MultiPlayer SciFi Shooter.

SCHOOL OF VIDEO GAME AUDIO
Wwise Implementation + Sound Design
2017-2018

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Wwise's features, plus recording, designing, and implementing all sounds within a First Person Shooter.  Additional creative solutions were also taught for occlusion and spatial design.

education

Image
VANCOUVER FILM SCHOOL
Sound Design for Visual Media
2019-2020

Awarded diploma in Sound Design for Visual media.  Intensive program taught by working industry professionals. Included in depth studies and multiple hands on projects with real world deliverables and deadlines.

  • ADR, Script Management, and Dialogue Editing
  • Foley Performance
  • Game Engines (Unity, UE4)
  • Middleware Implementation (Wwise, Fmod)
  • Production / Location Sound
  • Programming Languages (MaxMSP, Python, C#)
  • Sound design for Game and Film
  • Spotting, Editing, and Mixing in 5.1 for Film/TV
Image
SCHOOL OF VIDEO GAME AUDIO
Fmod Implementation + Sound Design
2018-2019

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Fmod's features, plus recording, designing, and implementing all sounds within a MultiPlayer SciFi Shooter.

Image
SCHOOL OF VIDEO GAME AUDIO
Wwise Implementation + Sound Design
2017-2018

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Wwise's features, plus recording, designing, and implementing all sounds within a First Person Shooter.  Additional creative solutions were also taught for occlusion and spatial design.

education

Image
VANCOUVER FILM SCHOOL
Sound Design for Visual Media
2019-2020

Awarded diploma in Sound Design for Visual media.  Intensive program taught by working industry professionals. Included in depth studies and multiple hands on projects with real world deliverables and deadlines.

  • ADR, Script Management, and Dialogue Editing
  • Foley Performance
  • Game Engines (Unity, UE4)
  • Middleware Implementation (Wwise, Fmod)
  • Production / Location Sound
  • Programming Languages (MaxMSP, Python, C#)
  • Sound design for Game and Film
  • Spotting, Editing, and Mixing in 5.1 for Film/TV
Image
SCHOOL OF VIDEO GAME AUDIO
Fmod Implementation + Sound Design
2018-2019

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Fmod's features, plus recording, designing, and implementing all sounds within a MultiPlayer SciFi Shooter.

Image
SCHOOL OF VIDEO GAME AUDIO
Wwise Implementation + Sound Design
2017-2018

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Wwise's features, plus recording, designing, and implementing all sounds within a First Person Shooter.  Additional creative solutions were also taught for occlusion and spatial design.

education

Image
VANCOUVER FILM SCHOOL
Sound Design for Visual Media
2019-2020

Awarded diploma in Sound Design for Visual media.  Intensive program taught by working industry professionals. Included in depth studies and multiple hands on projects with real world deliverables and deadlines.

  • ADR, Script Management, and Dialogue Editing
  • Foley Performance
  • Game Engines (Unity, UE4)
  • Middleware Implementation (Wwise, Fmod)
  • Production / Location Sound
  • Programming Languages (MaxMSP, Python, C#)
  • Sound design for Game and Film
  • Spotting, Editing, and Mixing in 5.1 for Film/TV
Image
SCHOOL OF VIDEO GAME AUDIO
Fmod Implementation + Sound Design
2018-2019

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Fmod's features, plus recording, designing, and implementing all sounds within a MultiPlayer SciFi Shooter.

Image
SCHOOL OF VIDEO GAME AUDIO
Wwise Implementation + Sound Design
2017-2018

Extended online program taught by longtime game audio professional Leonard Paul.  Studies included core and advanced learning of Wwise's features, plus recording, designing, and implementing all sounds within a First Person Shooter.  Additional creative solutions were also taught for occlusion and spatial design.