Warframe (2023-Present)
During my time on Warframe, I’ve had the pleasure of working with nearly every type of sound in the game: Bombastic boss battles and weapons, recording and implementing emotionally charged dialogue, crafting subdued and engrossing ambiences, and forging exciting trailers.
The first video is the final mix of the trailer for Protea Prime, for which I provided sound design, and VO recording and editing.
The second video features a quick look at a handful of season dependent transitions and background ambiences, doors and foreground SFX, Quest Stingers and Dialogue, and 3 separate weapons.
Dragon Age: Dreadwolf (2019-2022)
As the Player Audio Product Owner on Dreadwolf, I was responsible for all foley, exertions, combat and abilities that players will have at their disposal. This was all-encompassing from conception to implementation and mixing.
I look forward to sharing all of my work for this project when it releases in the future. In the meantime, please enjoy this trailer, for which I provided the SFX edit.
Anthem (2016-2019)
I designed and implemented audio for creatures, weapons, and abilities, as well as the game’s flight and procedural whoosh systems for the initial release. Later, I also took over environments, events, and future planned content for Live Service updates for the game.
This video showcases just one of the many weapons that I designed the audio for, The Flashfire Volt Caster.
Cyberpunk 2077 - Sound Redesign (2018)
During my time at Vancouver Film School I completed a project in which I stripped all of the audio out of a trailer, and redesigned it from scratch. Work included:
a full SFX and foley edit
ADR casting, recording, and editing
Scheduling and running a Walla session for numerous other projects simultaneously with mine
Outsourcing and directing and editing a fully original musical score
A full mix pass for both theatre and stereo playback