Apex Legends

I had a blast working as an Audio Artist II at Respawn Entertainment on Apex, check out the highlights of my contributions to the game as well as an in-depth breakdown of my responsibilities below!

  • 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


Brinkmanship

My graduate thesis game, Brinkmanship, was published on Steam last year.

I set up the game’s Wwise project and integrated it with Unity, teaching a 4 person sound team how to use the middleware and push their own changes.

Brinkmanship features 8 fully voice-acted characters and over 1,000 lines of branching dialogue.

I did a majority of the gameplay scripting, all in C#, implementing all the SFX, VO, and music.


Radio Exurbia

My most recent Unreal 5 game, Radio Exurbia is a driving exploration game where players can swap at any time between two separate levels.

I implemented all audio using Wwise and Rev2, with a license for the latter software provided for free by Crankcase Audio.

I also collaborated closely with composers from Berklee College of Music for the game’s original soundtrack.


Canyons

Check it out! Skip around!

I had a lot of fun with the sound design for Canyons.

It’s got:

  • Deeply layered audio for the player’s ship that allows it to change as you upgrade it

  • Day/night sound-cycle

    • Smoothly crossfading ambient tracks at sundown and sunrise for the over-world and in town

    • A variety of stingers (coyotes, wind gusts, etc) specific to the time of day

  • Unique voices for each character

  • Full suite of SFX for each UI interaction

  • Dynamic music

  • And lots of gameplay-related SFX throughout!


Right here is a short audio drama I made in the Fall of 2021, for which I also recorded all the voices…for better and for worse.


A few years ago I also hosted and produced 22 episodes of a podcast called Make Play where I interviewed indie developers about what they were making and playing, you can check that out here!