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Proficient in editing audio, configuring sound to picture, and creating accurately formatted assets
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Knowledge in recording and creating assets for sound design purposes
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Skilled in capturing ADR from voice actors
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Knowledge in recording Foley and using tools available to make the best sound possible
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Proficient in operating various DAW’s including Pro Tools 11 and Logic Pro X
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Proficient in operating Sibelius 7 for musical notation
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Knowledge in operating various game audio engine’s including Unreal Engine 4 and Wwsie
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Skill and detail in writing, communication, and documentation
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Well versed in Microsoft Office Suite and Apple iWork programs
Intern at Full Sail University Dubbing Stage
Winter Park, Florida
August 2016 - September 2016
Duties
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Edited dialogue, sound effects, Foley, backgrounds and music
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Spotted sessions for SFX, Foley, and ADR
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Assisted ADR Recordist and Re-Recording Engineers
Projects Completed
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The Wanderers
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Edited dialogue, sound effects and music, as well as executed sound design
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Assisted Re-Recording Engineer during Pre-Dub, Final Mix and Printmaster
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Hush
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Edited Dialogue and ADR, as well as recorded ADR
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Assisted Re-Recording Engineer during Temp, Spotting, Pre-Dub, Final Mix and Printmaster
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RÉSUMÉ
Skills
Industry Experience
Education
Equipment
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Software: Pro Tools 11, Logic Pro X, and Sibelius 7
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Microphones: Sennheiser e835 (2)
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Headphones: Sennheiser HD 280 Pro
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Computer: MacBook Pro w/OS X El Capitan
Bachelor's of Science in Recording Arts
July 1, 2016
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Full Sail University in Winter Park, Florida
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Overall GPA: 4.0
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Received six (6) Course Director's Awards in relation to outstanding effort and good attitude
Academic Experience
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Transformers / Audio Post Production
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Recorded Foley and ADR, as well as implemented and edited backgrounds and sound effects
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Assisted in mixing dialogue, Foley, backgrounds, sound effects, and music
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Pod / Advanced Audio Post Production
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Recorded Foley, ADR, and sound effects
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Edited and mixed dialogue, Foley, backgrounds, sound effects, and music
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Unreal Engine 4 - Platformer / Advanced Interactive Audio
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Recorded and edited sounds to be used for backgrounds, character movements, and user interactions
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Implemented sound design assets into Unreal Engine 4
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Tested and adjusted assets as needed
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Wwise - Limbo / Advanced Interactive Audio
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Recorded and edited sounds to be used for backgrounds, character movements, and user interactions
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Implemented sound design assets into Wwise
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Tested and adjusted assets as needed
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