Audio Artist II, Apex Legends
May 2024 - May 2025
While I only had the opportunity to spend a year working on this game, I learned so much from the incredible talent that surrounded me. The Apex team is very well oiled, and I’m happy to say that I fit right in and hit the ground running to get the most out of the experience. To illustrate that, here’s a summary of the wide variety of skills I developed and parts of the game I got to work on:
Designed in Reaper and implemented audio for multiple weapons, gameplay features, and UI elements.
Shipped seasons 22-25 and pushed 200 changes in less than a year, the first just weeks after starting.
Learned Apex’s audio middleware Miles and Source engine animation tagging tools.
Recorded foley for the newest Legend, Sparrow, with WB foley artists, edited and implemented those recordings bringing them to life in game.
Updated multiple scripts to call events in-game.
Learned Apex’s proprietary level editing software in order to refactor audio on various maps for better efficiency, designed and implemented reverb zones, SFX emitters, and ambient beds.
Tracked takes in VO recording sessions, edited and processed that VO for use in game.
Designed and implemented audio for more than 20 different emotes, finishers, character intros, skins and more.
Took part in weekly playtests and design discussions with other teams in order to foster more cross-department collaboration and communication.
Sound Design Intern, Star Wars FPS
Summer 2023
Following this internship I was offered a full-time position at Respawn which I accepted. Before I started full time, however, this game was cancelled, and I was instead moved to Apex Legends.
In the summer of 2023 I was lucky enough to intern at Respawn Entertainment as a sound designer on their now cancelled Star Wars FPS Game. Most of the work I did there is under wraps, but here’s what I can share!
My primary task was audio implementation, SFX and event setup in Wwise, then hooking those events into triggers and volumes in Unreal.
I also edited and processed over 2,000 foley clips in Reaper, then auditioned them in-engine before making selects.
I then created a test level for material surface auditioning to make sure those selects sounded good in context, and not just in Wwise or an empty level.
I also presented a demo and informational deck about my process to the entire Repawn studio in addition to showing an expanded 20 minute version to just the Star Wars FPS team.
I got to collaborate with other departments to provide feedback on audio in various contexts as well as thoughts and feelings about the game as a whole. The SW FPS team is very interconnected and social, and I got to be a part of many game-changing conversations over the course of the summer.