Software Engineer with 5 Years Video Game Audio experience
Last active: 04/22/2014
After working for nearly a decade in the Video Game Industry on such titles as Halo 4, Red Dead Redemption and NCAA Football '11, I'm looking to grow my skills into different technologies through short-term, remote contracts, all the while maintaining my passion for audio.
I'm using Microsoft MVC and Umbraco in my current contract to help develop an internal portal, all the while becoming more familiar with Entity framework as a quick way of building backends for WebAPI web services.
I began as a Software Development Engineer in Test, writing C# automation and unit tests for Viva Pinata for the PC. In my off-cycles I prototyped an audio plug-in middleware solution that would give sound designers a way to trim their dependency on developer time. (It also resulted in a really awesome sounding radio distortion effect, which we intended to use on player-to-player headset audio). This prototype also allowed me to reverse engineer and implement DSP level effects, and allow sound designers to combine them to make the building-blocks their own.
I moved to work on Red Dead Redemption and wrote an interactive music system that decided the mood of the music outside of missions. (Ex. There are a few enemies 100 yards away, 2 have noticed the player,.. should we fade in the fast percussion stem?). This required a lot of close interaction with the Music Director.
On NCAA Football '11, I wrote effects at a higher level, fading stems in and out, coordinating one-shot sounds, in essence providing automation at the sound-board level, but in game.
On Halo 4 I integrated a lot of input from the sound design and mission design teams, which resulted in scripting in a proprietary scripting language. I scripted VO triggers, effect parameters, subtitle work as well as debugging information.
While much of my work has involved C++ and C#, I also have recent experience in the .NET web stack as well as web technologies such as jQuery and Microsoft SQL.