Credit: Dialogue Lead
As Dialogue Lead, I supervised all dialogue in the game, from pre-production to recording, post-production, and implementation into the engine (UE5). From a dialogue standpoint, I worked directly with the development team to increase dialogue features and quality throughout the title.
Credit: Senior Dialogue Designer
As Senior Dialogue Designer, I helped establish the dialogue audio workflow, standards, and pipeline for many of the games’ cinematics. I also assisted with tracking for performance capture, recording of ADR, and asset implementation into Wwise.
Credit: Senior Dialogue Designer
Responsibilities included implementing the contextual dialogue of the “Living World”, utilizing in-engine visual scripting tools. I also worked directly with game designers and the rest of the audio team to design and help polish the cinematic audio mix.
Credit: Dialogue Lead
As Dialogue Lead, I worked directly with the game directors to oversee all dialogue quality throughout the game. This included being responsible for spoken lines, humanoid enemy and player efforts, helping to manage localization, as well as playing a critical role in the overall audio mix.
Credit: Dialogue Editor
As dialogue editor, I worked with the internal audio team at Naughty Dog to edit efforts, combat barks, and loop group assets for The Last of Us Part II.
67th MPSE Golden Reel Awards - Nomination: Computer Cinematic & Computer Interactive Game Play
2020 GANG Awards - Winner: Audio of the Year & Best Dialogue
Credit: Dialogue Coordinator/Dialogue Editor
My primary role on Death Stranding was the editing and mastering of all cinematic dialogue. I also assisted with in-game asset editorial, implementation, mixing (Wwise), and localization.
2019 GANG (Game Audio Network Guild) Awards - Winner: Best Dialog
Credit: Dialogue Coordinator
As dialogue coordinator, I worked with the Insomniac & Sony audio teams on the editing, implementation, and mastering of dialogue assets.
Credit: Sound Designer
My goal as sound designer was to create suitable sound effects that fit the “spy” nature of the game. I created and managed all audio aspects of the project, from asset creation to implementation, working closely with the lead designers to create a unique audio experience.
Credit: Assistant Sound Editor, Mix-Technician
I assisted on seasons 2-6 of The Americans, having multiple roles and duties such as dialog assembly creation, session management, printmaster layback, and final delivery to the client.
Credit: Assistant Sound Editor, Mix-Technician
I assisted on seasons 1-4 of Unbreakable Kimmy Schmidt, having multiple roles and duties such as foley creation, sound effects editorial, dialog assembly creation, session management, printmaster layback, and final delivery to the client.
Credit: Dialog Editor
Yommeddine is a feature film that follows a leper and his orphaned apprentice, ultimately deciding to leave their colony for the first time and embark on a journey across Egypt to search for what is left of their families.
The film was nominated for the Palme d'Or at Cannes Film Festival, 2018.