Video Games

Employment

Naughty Dog

Senior Technical Dialogue Coordinator (2018-2022)

  • Starting as a Dialogue Coordinator in 2018 to work on The Last of Us Part II (2020), I ended up enjoying the work way more than I intended to and decided to stick around. Since then, I have helped on numerous games and developed into a new role of Senior Technical Dialogue Coordinator. This role was designed for me so I could continue doing all the things a Dialogue Coordinator did (i.e. edit, mix, and master dialogue for the game) while also allowing me to have time for tools development and pipeline advancements.

  • 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 by studio deadlines, as well as make sure everything was in place for it to sound the best that it could.

    Additionally, though, I ended up becoming a major help to the team by creating various tools within Reaper, as well as standalone applications, to benefit our pipeline. This ended up becoming a key responsibility of mine, earning me the technical part of my job title. To date, I have made over 150+ tools for the team, as well as helped with the advancement of other studio wide tools in order to benefit the Dialogue team’s pipeline.

Blindlight

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 is researching talent for potential casting opportunities. In addition to this, I also helped record the audio for their auditions. as well as the occasional video, making sure that each clip is cleaned before it was sent to the creative team that we were working with.

Samples

This includes examples of both my professional projects, as well as ones that I did for fun. If you have any questions or want to know more about any of the projects, feel free to let me know!


The Last of Us Part II (2020)

Dialogue Coordinator

My main focus on this game was editing all of the story dialogue for the back half of it, starting from the moment that you wake up as Abby until the end of the game (sorry about the spoiler). This means that I chose the takes that would go into the game across all characters and edited them for every narrative gameplay beat during that time - with a few exceptions. Additionally, I was also responsible for editing multiple IGCs, or in-game cinematics, during that segment of the game, including one hellish 3000 frame long one. Then, once everything was cleaned, edited, and synced, I went on to mix and master all of my content so it played well with the rest of the audio.


The Last of Us Part I (2022)

Technical Dialogue Coordinator

As this was (another) remaster of the original The Last of Us, it is kind of surprising how much I had a hand in when it came to this game. The biggest task that we had on this project was to fix any issues that cropped up due to the new PS5 architecture, as well as any issues that occurred because we brought over features from The Last of Us Part II that weren’t in the original game.

In addition to that task, we also re-mixed the game to be more in-line with the mixing style and spec that we had on Part II. This meant that I, for the most part, was solely in charge of re-mixing the gameplay dialogue for the entire game. In a similar vein, I was also responsible for mixing our two new localized languages that were being included in the remaster - those languages being Greek and Turkish.


Block Breaker

Created for Fun

I created this game in the Unity game engine, and built it from scratch (with the help of a Udemy course) in order to learn more about game development. While building it, I introduced a couple of my own ideas to make this game unique, like an "impossible" level and a random level generator. In addition to these ideas, I also did all of the sound design as a learning exercise. The main inspiration for that to use recordings of ice breaking and "clinking" in a glass that as much as possible, processing the files extensively in order to stylize them.

If you’d like to play the game, feel free to let me know and I can send you a zip file with it!


Laser Defender

Created for Fun

Built using Unity, this game is a Space Invader style, 2D space game. The objective of the game is to try and get as many points as you can by clearing out waves of enemies. I designed/built the entire game using Unity, adding my own unique ideas to the game to help me learn how to use the game engine. This can be seen in various parts of the game like the choose-your-own-sprite menu or the "Bounce Mode" that I implemented, both of which helped me learn how to create menu systems, manipulate individual components of a gameobject in a more advanced way, and get more familiar with C#. In addition to this, I also did all of the sound design for the game, which was mainly done by manipulating and layering sawtooth waves.