Biography
For over ten years I have produced music and sound effects for a variety of projects. Most of this time has been spent working in the games industry where I have produced the audio for games on nearly every available platform across a wide range of genres. I have produced musical scores ranging from a solo musician up to full orchestra.
A background of professional playing and extensive academic studies has helped me develop a mature approach to writing and producing musical works. I spent five years in The Australian Army Band Melbourne as a horn player, and this combined with musical studies at both The Victorian College of the Arts and Latrobe University provided a strong foundation for being a composer.
I have written various published arcticles including a paper in Organized Sound, a Cambridge University music journal and Game programing Gems 7 a leading game industry publication. I have also presented lectures and talks for The Australian Film Television and Radio School, Melbourne University, The Digital Media Fund, The Australian Game Developers Conference, Freeplay and Game Connect Asia Pacific.
Curriculum Vitae
Employment
2008-current
Lead Audio Designer
Big Ant Studios Melbourne
2007-2008
Composer, sound designer, R&D
Studio Easter Tokyo Japan
2000-2006
Lead Audio Designer
BlueTongue Entertainment (THQ Inc)
Lead Audio Designer as per Big Ant
1990-1995
Australian Army Band Melbourne
Professional musician; French horn/drummer, sound technician
2008-current
Lead Audio Designer
Big Ant Studios Melbourne
2007-2008
Composer, sound designer, R&D
Studio Easter Tokyo Japan
2000-2006
Lead Audio Designer
BlueTongue Entertainment (THQ Inc)
Lead Audio Designer as per Big Ant
1990-1995
Australian Army Band Melbourne
Professional musician; French horn/drummer, sound technician
Education
1996-1999
Latrobe University
Bachelor of Music Technology
1987-1989
Victorian College of the Arts
Diploma of Music (French Horn)
1996-1999
Latrobe University
Bachelor of Music Technology
1987-1989
Victorian College of the Arts
Diploma of Music (French Horn)
Awards
Best Audio 2003
Australian Game Developers Conference
Jurassic Park: Operation Genesis
Best Audio 2003
Australian Game Developers Conference
Jurassic Park: Operation Genesis
Lectures and speaking positions
2009
Game Connect Asia Pacific, Melbourne
Emotion Mapping, supporting storytelling through audio
Computer Games Boot Camp, Monash University
Introduction to game audio
Freeplay 2009, State Library
How to get quality audio into a project for little or no budget
2004-2008
Australian Film Television and Radio School, Sydney
Storytelling: Interactivity, Sound & Music, AFTRS, Sydney
2004-2009
Australian Film Television and Radio School, Melbourne
Screen composition for computer games
2006
Australian Center for the Moving Image
Music for film TV and games
2004-2005
Australian Game Developers Conference Melbourne
Continuum speculative fiction convention
Cinematic audio for all media
So you want to make a computer game?
2009
Game Connect Asia Pacific, Melbourne
Emotion Mapping, supporting storytelling through audio
Computer Games Boot Camp, Monash University
Introduction to game audio
Freeplay 2009, State Library
How to get quality audio into a project for little or no budget
2004-2008
Australian Film Television and Radio School, Sydney
Storytelling: Interactivity, Sound & Music, AFTRS, Sydney
2004-2009
Australian Film Television and Radio School, Melbourne
Screen composition for computer games
2006
Australian Center for the Moving Image
Music for film TV and games
2004-2005
Australian Game Developers Conference Melbourne
Continuum speculative fiction convention
Cinematic audio for all media
So you want to make a computer game?
Publications
Game Programming Gems 7
Chapter 4.1
Removing repetition from audio in games
Organized Sound volume 8 issue 02 August 2003 Cambridge University Press
The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation
Game Developer Magazine November 2003
Sound Principles “Be very, very quiet
Game Programming Gems 7
Chapter 4.1
Removing repetition from audio in games
Organized Sound volume 8 issue 02 August 2003 Cambridge University Press
The creation of an audio environment as part of a computer game world: the design for Jurassic Park – Operation Genesis on the XBOX™ as a broad concept for surround installation creation
Game Developer Magazine November 2003
Sound Principles “Be very, very quiet
Game Credits
PC/Console
World of Outlaws Sprintcars
Dung
Nicktoons 2
Barnyard
Nicktoons Unite
The Polar Express
Jurassic Park: Operation Genesis
Starship Troopers: Terran Ascendancy
Handheld/Wireless
Fairly odd parents
Need for Speed Underground
Indy 500
Snood2
Jumbuck Island
Star Trek, The cold enemy
Star Trek, The birds of prey
Shaft
Black Rain
Ryan Giggs International
PC/Console
World of Outlaws Sprintcars
Dung
Nicktoons 2
Barnyard
Nicktoons Unite
The Polar Express
Jurassic Park: Operation Genesis
Starship Troopers: Terran Ascendancy
Handheld/Wireless
Fairly odd parents
Need for Speed Underground
Indy 500
Snood2
Jumbuck Island
Star Trek, The cold enemy
Star Trek, The birds of prey
Shaft
Black Rain
Ryan Giggs International
XBox360, PS3
PC, Mobile Phone
PS2, Gamecube
Wii, PS2, Gamecube, PC
PS2, Gamecube
PS2, Gamecube, PC
PS2, Xbox, PC
PC
GBA
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone
Mobile Phone