Audio Designer and Implementer for AAA video Games
AAA Game Audio - Shipped Work
Sound Design - Redesign Work
Bio
Hey, I'm Noah! I'm an Audio Designer with nearly five years of AAA game development experience, specializing in systemic audio, technical implementation, and immersive, narrative-driven sound design.
Most recently, I served as the sole Audio Designer on an unannounced AAA project at Skydance Interactive (Paramount Games Studio), where I owned audio development across gameplay, ambience, dialogue, music, and interactive systems. My work spans both the creative and technical sides of game audio, from crafting expressive soundscapes to building modular, data-driven systems in Unreal Engine and Wwise.
Previously, I contributed to Skydance's Behemoth, The Walking Dead: Saints & Sinners - Chapter 2: Retribution, and Avowed at Obsidian Entertainment.
I hold a Master's in Entertainment Technology from Carnegie Mellon University and a B.S. in Game Design from Indiana University. My background in game design continues to shape how I approach audio, with an emphasis on creating sound that responds meaningfully to player actions and reinforces gameplay.
What excites me most about game audio is its ability to bring worlds to life, communicate gameplay, and create memorable emotional experiences. I love collaborating with talented people across disciplines, exploring new technical and creative possibilities, and finding ways to make audio an integral part of the player experience.
Outside of game dev, you'll find me running, rock climbing, hiking, making music, or spending time with my wife, family, friends, and our Golden Retriever, Facai.
Credits
Skydance’s Behemoth (Skydance Interactive) PSVR2, QST 3, PCVR Associate Audio Designer
The Walking Dead: Saints and Sinners - Chapter 2 Retribution (Skydance Interactive) PSVR2, QST 2, PCVR Associate Audio Designer
Avowed (Obsidian Entertainment) Xbox Series X, Series S, PC Additional Sound Design
skydance’s Behemoth
Reel of my favorite shipped work on Skydance’s Behemoth
Designed and implemented immersive environmental soundscapes, creature (boss) audio, interactive SFX, and dynamic audio systems across distinct biomes and gameplay encounters.
Ambience Design and Implementation
SFX Design and Implementation
Cinematic Design and Implementation
Dreddstag Design and Implementation
Reel of my shipped work on The Walking Dead: Saints and Sinners - Chapter 2
The Walking Dead: Saints and Sinners - Chapter 2: Retribution
Contributed to dialogue implementation, interactive SFX, and gameplay audio systems, including footsteps, weapon feedback, and environmental one shots.
Elevator SFX and Implementation
Mission SFX and Implementation
Interactable SFX and Implementation
Ambience SFX and Implementation
Weapon SFX and Implementation
Stealth UI SFX and Implementation
Dishonored 2 Gameplay Sound Redesign
sound redesign
BioShock Infinite Gameplay Sound Redesign
Star Wars Jedi: Survivor Cinematic Sound Redesign
Arcane Cinematic Sound Redesign
Mario Odyssey Cinematic Sound Redesign
Hogwarts Legacy Gameplay Sound Redesign
Gameplay Footage of our prototype that explored major/minor
Lyraflo
Lyraflo was a VR project developed at the Carnegie Mellon Entertainment Technology Center that explored the intersection between music theory, interactivity, and visualizations. Our goal was to build experiences that allowed for musically interested students to learn more about music in immersive environments.
Trailer for our animal senses prototypes
Vesp
VESP was a VR project developed at the Carnegie Mellon Entertainment Technology Center that was focused on developing prototypes that allowed for players to experience the world through the senses of an animal. Our goal was to build experiences that could foster an appreciation for the natural world and allow for players to gain a newfound appreciation for how animals use unique senses to perceive and navigate the world around them.
Bee: Electromagnetic Reception
Elephant: Infrasound
Bat: Ultrasonics
Squid: Chromatophore Camouflage