GOD OF WAR
PLAYSTATION 4
I was brought on to the God of War team as an associate technical designer for audio. It was a great introduction to 3D game engines and industry standard tools, which I used to script audio in combat and boss scenarios, handle prioritization, and construct systemic audio for materials, physics, and effects. Also, I was able to bring my experience from Dungeon Punks of composing entities out of shared data/code sets to greatly optimize the workflow. This ensured complete coverage as a baseline, while still allowing designers to be as meticulous as they had the bandwidth for.
Iām honored to have been on the team that crafted the award-winning audio of 2018ās Game of the Year.