- The Tomb of the Grammarian Lysias
- (2014-2015, independently released, iOS/web)
- Not a game, but gamelike in many ways. I composed this interactive setting of a poem by Greek poet Constantine P. Cavafy for voice and audience mobile devices, designed and prototyped the functionality, and coded it together with my Berklee colleague Javier Sánchez for iOS. Later, I rewrote the software as a web app using the Web Audio API. It was premiered at the joint International Computer Music Conference/Sound and Music Computing Conference in Athens in September 2014, with subsequent performances at the Music Acoustica festival at Beijing's Central Conservatory of Music in October and the First Web Audio Conference in Paris, co-hosted by IRCAM and Mozilla, in January 2015.
I've been developing audio for games since 1996. I got my start at Sierra Entertainment right out of college, and I stayed there for 7 years. In 2004 I moved to Shanghai to take a position with the French company Ubisoft, where I remained through August 2008. Over the years I've also collaborated with Microsoft, Gearbox Software, Troika Games, Massive Entertainment, Escape Factory, Relic Entertainment, ArenaNet, Red Rocket, Hidden Path Entertainment, and Harmonix.
Since starting in games, I've done just about every task related to audio, and even some that aren't really, like lip syncing. At first I focused on content creation, designing sound effects, writing music, and editing dialog. Gradually I became more involved in audio system design, working with the other functional departments on a game development team to work out deployment mechanisms for sounds. Most recently it's been my job to figure out where all of the sounds in a game should come from, oversee production and integration, and basically ensure the overall audio quality.
Probably the most famous bit of game audio I've created is the Sierra Studios splash screen sound. This little 16 second or so video (graphics by Jeff Lane) played at the start-up of just about every Sierra game between 1998 and 2001, so it will be quite familiar to fans of the first Half-Life, for example.
Below is a list of my most interesting game activities. I've also worked on numerous promotional trailers, prototypes, and other miscellaneous projects.
- (August 2003-February 2004, Microsoft Game Studios, PC)
- Served as audio lead, which included coordinating audio assets, creating and implementing sounds, and designing audio engine features.
- I worked on this massively-multiplayer game based on Norse mythology in its final throes, until it was finally cancelled after five years of development.
- Unannounced sci-fi platformer
- (Fall 2001-December 2002, Sierra Entertainment, Xbox/PS2)
- Created and implemented sounds, designed audio engine features.
- This project (ok, it was going to be a console Space Quest), which was being developed by a third party for publication by Sierra, was cancelled before it was ever announced.
- Hoyle Casino Empire
- (September 2002, Sierra Entertainment, PC)
- Contributed the jazzy track "Larry Rolls the Dice," a new arrangement of a tune originally composed for Leisure Suit Larry 7. Also performed the voice of one of the friendly casino patrons.
- Jonny Drama
- (March 1999-July 2001, Sierra Entertainment, Xbox)
- Composed music, created sound effects, and designed audio features.
- Jonny Drama was a cool beatnik spy game that was being developed by Sierra for the Xbox. I was using Microsoft's DirectMusic technology to develop a dynamic, interactive soundtrack in a jazzy, retro style. Eventually work on the project was halted after more than two years of development.
- Arcanum: Of Steamworks and Magick Obscura
- (Dec. 1999-Oct. 2000, Sierra Entertainment/Troika Games, PC)
- Composed music, designed sound effects, and aided in dialog editing.
- The Arcanum soundtrack was scored for string quartet and performed by members of the Seattle Symphony. Check out my Arcanum soundtrack page!
- SWAT 3: Close Quarters Battle
- (Summer 1999, Sierra Entertainment, PC)
- Recorded and edited dialog.
- Gabriel Knight 3: Blood of the Sacred, Blood of the Damned
- (Spring 1999, Sierra Entertainment, PC)
- Designed and implemented supplemental sound effects.
- King's Quest: Mask of Eternity
- (December 1996-November 1998, Sierra Entertainment, PC)
- Composed about half of the music, designed and implemented sound effects, recorded and edited dialog (in English, French, German, Italian, and Spanish), lip-synced English version, did some scripting, and performed the voice of the Ferryman at the River of Death.
- This is the eighth and most recent installment in Sierra's long-running King's Quest series.