Bungie Inc., Bellevue, WA, USA
September 2016 – Current
Senior Sound Designer “Destiny 2”
Senior Sound Designer “Destiny 2 – Curse of Osiris”
I help bring to life Bungie’s audio-vision for Destiny 2, including several DLC and expansion releases. My responsibilities cover all aspects of audio production, including sound design for player abilities, weaponary, raid, missions and marketing audio requirements on the project.
Ready At Dawn Studios, Irvine, CA, USA
May 2012 – July 2016
Senior Sound Designer “The Order 1886 (PS4)”
Senior Sound Designer “Lone Echo (VR)”
I joined forces with the creative team at Ready At Dawn Studios to help bring to life audio for their first AAA console tile: The Order 1886. I have also been involved in the audio production for Lone Echo (VR Oculus) and Transformers, developed by the studio. My duties were broad and included, audio direction, sound design creation, feature development, mixing and recording.
IO Interactive, Copenhagen, Denmark
October 2011 – April 2012
Sound Designer “Hitman: Absolution”
I got contacted by IO Interactive for a on-site contract position to join the creative audio team to help design, record and implement sound effects for the highly acclaimed stealth franchise Hitman: Absolution. My main task on the projects included weapons, explosions sound design and implementation.
Machine Games, Uppsala, Sweden
June 2011 – September 2011
Sound Designer “Wolfenstein: The New Order”
Upon my arrival back to Europe, I moved to Uppsala, Sweden to work with a start-up game studio, by the name of MachineGames, owned by ZeniMax Media. I was able to help the studio in the early stages on consulting with audio studio equipment, sound design, implementation and audio team recruitment.
UTV Ignition Entertainment, Gainesville, Fl, USA
March 2009 – November 2010
Sound Designer “Reich”
I was asked to join a start-up game studio as in-house sound designer located in Florida, USA. We developed a truly technical ground-breaking title (Reich: Downfall) funded by the Indian UTV Ignition Entertainment group. The game did never ship! My main duties included weapon sound design, field recording and implementation.
Dynamedion Gbr, Mainz, Germany
April 2006 – January 2009
I’ve partnered with Dynamedion as a sound contractor providing audio services for national as well as international game studios in demand of audio outsourcing. I provided audio content and worked remotely with their supervision at my studios located in Munich and later Berlin on many video game titles as well as other diverse international multimedia projects.