The Callisto Protocol - Striking Distance Studios

Awards:
(G.A.N.G.) Best New Original IP Audio.
(NAVGTR) Outstanding Use of Sound, New IP

Working at Striking Distance Studios has been one of the recent highlights in my career. It was humbling to work side by side so many incredibly hard working and talented folks. I was inspired daily by everyone on the team to do my best work!

Sound Design and Implementation for Kinetic Hammer and BioBot SFX.

Complex Doors: Sound design and implementation - Sounds are attached to individual audio components to give vertical and horizontal movement.

Quicktime sound design and implementation for metal bridge and train that falls.

Boss battle gameplay SPFX and SFX sound design and implementation.


Implementation and sound design support for VOX and SFX.


Sound design and implementation for in-game interactive cines.


Sound design and implementation for Boss SFX and Vox


Sound design and Implementation for Interactables including elevator system design.


Sound design and implementation for spinning blade trap


APEX Legends

One of my favorite games of all time to play and work on. Not to mention how fun it was working with the amazingly talented dev team at Respawn and some of my favorite people on the audio team :) It was such a pleasure being able to craft everything including Foley for most of these characters.

Character ability sound design, Foley and implementation.

Gameplay sound design and implementation.


The Orb Of Shengyin [ DTS Headphone:X Demo ] -DTS/Xperi

An amazing opportunity to create a short first person game experience in Unreal called The Orb Of Shengyin (An immersive DTS Headphone:X Demo). It was a lot of fun, hard work and a great learning experience to wear a lot of different hats in seeing this through. This video is a short portion of the whole experience we created but still happy to be able to share. Put your headphones on and give it a try!


Andrew Kalmbach - Game Director/Audio Director
Alec Brady- Lead Technical Audio Artist
Miki Butler- Lead Environment Artist
Nick Sinkewicz Level / Technical Designer
Cameron Lee - Lead Animator
Jeffrey Weng - Lead VFX Artist


Dead Rising 4

Working on the Dead Rising franchise for 10 years this was the last in the series that we shipped. For the most part I was the Gameplay/Combat/Weapons/Firearms… pretty much all things killing stuff guy. Since we had 300-400 weapons to support it was necessary to create robust class based audio systems that play with each other to eliminate redundant sound design as being able to focus on unique elements for each weapon.

Gameplay combat, Foley, weapon, firearms, vehicle sound design and implementation.

Dead Rising 3

All gameplay Combat SFX, Firearms, Explosives, Dismemberment, SPFX. too much to list!

Had a blast with the gang making Dead Rising 3! So fortunate to be able to ship another DR from start to finish and with so many great people and friends. As the gameplay audio owner, I was responsible for developing systems, sound design, recording, mixing and implementation on everything gameplay for weapons/combat/enemies but also the following:

  • Weapons

  • Firearms

  • Hand To Hand Combat

  • Systemic Dismemberment/Gore

  • Vehicles

  • Interactive Props

  • Custom Foley sets

  • Cinematic Kills

  • Boss Battles

  • Creation of a class based weapon impact system as there are hundreds and hundreds of weapons to support. NPC damage sounds, Weapon sounds, and blood VFX all played from different systems together.

  • Development of the firearm/explosion system which uses various gunshot/report recordings at different perspectives and LOD layers that attenuate over distance. The firearm system also Included 2D versions of weapon shots for the player's usage.