
Game Developer
Dallas/Fort Worth Area

Game Developer
Dallas/Fort Worth Area
Level design & audio specialist.
Sound design, level design
(Computer Games industry)
November 2002 — May 2009 (6 years 7 months)
* Sound design & integration
* Manage external sound design contractors
* Maintain databases of assets created, needed, VO, etc.
(Privately Held; Computer Games industry)
October 2001 — November 2002 (1 year 2 months)
Created prototypes for deathmatch levels at an earlier stage of the Duke Forever project. This was before 3DR had a formalized design process and system for review, and before the project was ready to throw full weight behind multiplayer. I wanted to contribute more, and with a background in sound I stepped into the position of Audio Specialist in 2002 so that I could better help the team and make a bigger difference.
(Privately Held; Computer Games industry)
March 2001 — September 2001 (7 months)
Worked on pre-production and early production of levels for No One Lives Forever 2.
(Public Company; 1001-5000 employees; ERTS; Computer Games industry)
February 2000 — February 2001 (1 year 1 month)
Designed levels for both the PC and Playstation 2 version of The World is Not Enough, which was eventually released under the name Agent Under Fire.
Audio Recording 1995 — 1996
Learned sound principles and theory.
Intellectual properties, branding, marketing, advertising, public relations, writing, , etc.