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'Gloomy Eyes' voice over recording  sesssion

About Me

I modified BASIC programs on my family's TRS-80 when I was young and played the tape drive back as audio. I was hooked.

In high school I moved to samplers and drum machines, then college radio. At 18 I started a zine and grew it into an internationally distributed quarterly with a circulation of 10,000.

I spent more than a decade designing sound for games before moving into immersive media with the Oculus DK2 in 2014. In 2018 I opened the Los Angeles facility of Headspace Studio, the first audio outsourcing studio focused on VR and AR. Today I lead creative and technical strategy for AI audio on Meta's Creative Audio team.

One question runs through all of it: what does sound need to do for a world to feel coherent, real, and alive?

 

Experience


Meta

AI Audio Lead, Creative Audio (2025–present); Sr. Staff Sound Designer (2022–2025)


Headspace Studio

Partner and Head of Audio, Los Angeles (2018–2022). Opened the LA facility and led interactive audio for Felix & Paul Studios.


Technicolor Sound Services

Sr. Technical Sound Designer (2016–2018)


Formosa Interactive

Interactive Sound Supervisor (2015–2016)


Turtle Rock Studios

Lead Audio (2011–2014)


Electronic Arts

Music and Sound Supervisor (2008–2009)


Pandemic Studios

Sound Designer (2004–2008)


Also Robotoki, Sammy Studios, Line 6, and freelance sound and music supervision

Patents

Spatial Sound Generation for Mixed Reality Applications · Co-inventor. Generates spatial soundscapes in real time from a natural-language description. Filed 2026.

A System for Controlling Audio-Capable Connected Devices in Mixed Reality Environments · Co-inventor, from my time at Technicolor. Adjusts real-world speakers to match virtual geometry as you move.

Selected work

Mixed reality: Orion prototype and Horizon OS (Meta, 2024-2025); Run+Skip+Play (Embodied Intelligence Group, 2022)

Immersive: The Infinite (2021); Madison Beer VR Concert (2021); the Space Explorers series (2018–2022); Gloomy Eyes (2019); ADR1FT (2016)

Games: Call of Duty: WWII; Destiny 2; Evolve; Star Wars Battlefront; Mercenaries 2

Nearly 100 credits across games, VR, mixed reality, 360 video, TV and film. Full list on IMDb.

Recognition


Technicolor Science & Technology Fellowship

Associate Fellow, 2017


Space Explorers: The ISS Experience

Primetime Emmy, Outstanding Original Interactive Program, 2021. Head of Audio.


Gloomy Eyes

Raindance Immersive Audio Achievement and Annecy Cristal for Best VR Work, 2019. Head of Audio.


ADR1FT

NAVGTR, Sound Mixing in Virtual Reality, 2016. Interactive Sound Supervisor.


Speaking and writing

“Agents of Change: Creating Presence through Real-Time Spatial Audio,” chapter in New Realities in Audio: A Practical Guide for VR, AR, MR and 360 Video (2018)

GameSoundCon: “Technical and Creative Audio Rules for Virtual, Mixed, and Augmented Reality, and How to Break Them,” with Scott Selfon (2024)

GameSoundCon: “Creating the Immersive Sound for the Magical World of Gloomy Eyes” (2019)

MIT Open Documentary Lab: “Sound, the First Rule of Immersion” (2018)

Oculus Connect 3: “Bring Your 360 Videos to Life with Spatial Audio,” panelist (2016)

Guest lectures at UCLA, Edinburgh Napier University and Cal Poly Pomona; talks at AES, GDC and USC