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
2010-present
Director / Sound Designer
Sound Library
2008-2010
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)
1990-1995
Professional musician
Australian Army Band Melbourne
2010-present
Director / Sound Designer
Sound Library
2008-2010
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)
1990-1995
Professional musician
Australian Army Band Melbourne
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
2011
Speaker
Freeplay 2011
Tiny Speakers
Getting the most out of your audio for mobile devices
Speaker
Screen Futures 2011
Why Sound Matters
Lecturer
AES Melbourne
Introduction to FMOD and game audio processes
Lecturer
AFTRS Sydney
FMOD Intensive Introductory Course
Lecturer
Sound Design Course
RMIT Games Program
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
Lecturer
Sound Design Course
RMIT Music Business
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
2010
ASRA Conference
Outside the Circle
An Introduction to Game Audio Production
AFTRS Melbourne
Understanding the opportunities provided by the iPhone, iPad, XBox Live and Playstation Network
Freeplay 2010
Group Panel
The First One is Free
AFTRS Melbourne
Introduction to FMOD sound system
AFTRS Sydney
FMOD Intensive Introductory Course
Computer Games Boot Camp
Monash University
Game Audio Blast
APRA Song Summit 2010
Screen Summit: Game On
Lecturer
Sound Design Course
RMIT Games Program
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
Sound Design Course
RMIT Music Business
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
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?
2011
Speaker
Freeplay 2011
Tiny Speakers
Getting the most out of your audio for mobile devices
Speaker
Screen Futures 2011
Why Sound Matters
Lecturer
AES Melbourne
Introduction to FMOD and game audio processes
Lecturer
AFTRS Sydney
FMOD Intensive Introductory Course
Lecturer
Sound Design Course
RMIT Games Program
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
Lecturer
Sound Design Course
RMIT Music Business
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
2010
ASRA Conference
Outside the Circle
An Introduction to Game Audio Production
AFTRS Melbourne
Understanding the opportunities provided by the iPhone, iPad, XBox Live and Playstation Network
Freeplay 2010
Group Panel
The First One is Free
AFTRS Melbourne
Introduction to FMOD sound system
AFTRS Sydney
FMOD Intensive Introductory Course
Computer Games Boot Camp
Monash University
Game Audio Blast
APRA Song Summit 2010
Screen Summit: Game On
Lecturer
Sound Design Course
RMIT Games Program
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
Sound Design Course
RMIT Music Business
Bachelor of Arts (Games Graphic Design)
Bachelor of Arts (Digital Art)
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
IGDA Perspectives Newsletter
June 2011
Real-Time Generative Audio Environments
IGDA Perspectives Newsletter
May 2011
Stepping outside the Studio
Using FMOD Designer to create explosion sound events
GameDev.net
May 2010Article and interview in Screen Play Blog
The Age June 2010
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
IGDA Perspectives Newsletter
June 2011
Real-Time Generative Audio Environments
IGDA Perspectives Newsletter
May 2011
Stepping outside the Studio
Using FMOD Designer to create explosion sound events
GameDev.net
May 2010Article and interview in Screen Play Blog
The Age June 2010
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
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)
Game Credits
PC/Console Rugby League Live World of Outlaws Sprintcars Pirate Blast Dung Nicktoons 2 Barnyard Nicktoons Unite The Polar Express Jurassic Park: Operation Genesis Starship Troopers: Terran Ascendancy Handheld/Wireless Battlepath Monsters Entombed 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 XBox360, PS3 Wii PC, Mobile Phone PS2, Gamecube Wii, PS2, Gamecube, PC PS2, Gamecube PS2, Gamecube, PC PS2, Xbox, PC PC iOS, Android iPhone GBA Mobile Phone Mobile Phone Mobile Phone Mobile Phone Mobile Phone Mobile Phone Mobile Phone Mobile Phone Mobile Phone |