Employment

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Senior Technical Dialogue Coordinator

(2018 - Present)

  • I started working at Naughty Dog as a Dialogue Coordinator in 2018 by mere chance, as I wasn’t really looking to get into the video game industry when I was hired. By the time that the The Last of Us Part II (2020) launched, however, I realized that I thoroughly enjoyed the work and decided to stick around after the team asked me to continue working with them. Since then, I have helped on numerous games, including The Last of Us Part I (2022) and The Last of Us Part II Remastered (2024). While working at Naughty Dog, I ended up paving the way for my current role: Senior Technical Dialogue Coordinator. This role was designed for me so that I could continue being responsible for some of the editorial work that falls on the Dialogue Coordination team, as well as making room for my new responsibilities of advancing our tools and pipeline.

  • Initially, my job was to help edit, mix, and master the dialogue that went into our games. This included, to a degree, aspects of a producing role - it was my job to work with other departments to make sure that the dialogue got in game within a reasonable amount of time, as well as make sure everything was in place for it to sound the best that it could. As time went on, however, I ended up becoming a major help by taking on the responsibilities of advancing both the Dialogue and Sound Design team’s pipelines by implementing, or managing, the tools that they require to advance their work. This has ended up becoming a key responsibility of mine, earning me the technical part of my job title, as well as allowing me to assist the audio programmer team who would otherwise need to do the work.

    Most of the tools that I make are within Reaper, and to date I have made over 250+ Reaper tools for the Audio team at Naughty Dog. In addition to Reaper tools, though, I have also implemented Google Sheet App Scripts, plugins for Sublime Text, Excel tools, among a number of other things. So far, though, the hardest task has been to stand up our Reaper environment so it can be branched per project - feel free to shoot me a message if you are curious why that was such a challenging task.

    In addition to the tools and editorial work that I do, I have also had the fortune of doing some in-engine work on some of our games. While most of this work includes implementing in-game cinematic (IGC) stems, efforts, and other dialogue assets, I have designed and built some systems for the Dialogue and Sound Design teams while working at Naughty Dog.

Production Intern

(Spring 2018)

  • I worked at Blindlight from January to May of 2018 as part of an internship program that they offered. While there, I had the opportunity to work on projects like Prey: Mooncrash (2018), Rage 2 (2019), and many other AAA projects.

  • At Blindlight, my main responsibility was to help handle, or at least assist on, all voice-over matters when it comes to the projects that we were working on. This consisted of researching potential talent when doing casting for a game, as well as scheduling the recording sessions for the project. As a result, this required a good amount of organization and multi-tasking, as the amount of paperwork that we had to handle was never ending.

    In addition to this, while I was at Blindlight I ended up taking on the additional task of recording audio for the auditions that they held because of my background in audio. This also meant that I was required for doing quality checks on the auditions and making sure that the auditions had little to no noise in them, so I had to clean the occasional audition in Izotope RX.