Game of the Year Winning
Audio Designer / Director.

Over 20 years of expertise driving award-winning sonic vision across AAA blockbusters, flagship legacy franchises, and immersive hardware pipelines. Formerly supervising development pipelines for Vertigo Games, including the globally acclaimed 2024 VR Game of the Year, Metro Awakening.

AAA & VR Direction

Supervised end-to-end studio development pipelines. Shipped properties include: Metro Awakening (2024 VR GOTY), Assassin's Creed Nexus, Star Trek: Bridge Crew, and National Geographic Explore VR.

Lead Sound Design

Establishing comprehensive technical architectures, systems, and mechanics. Previously served as Lead Audio Designer for Hex Entertainment on HEX TCG.

Advanced R&D & Operations

Pioneering AI audio workflows and optimization manuals for platforms like Meta, Suno, and ElevenLabs. Serving concurrently as COO of Unreal Capital.

Selected Work

📢 Acoustic Notice for Audio Review

The embedded media files below are compressed to standard flat stereo web configurations. They cannot accurately represent the true spatial complexity, room-modelling occlusion matrices, or binaural Ambisonic spatial field properties experienced inside a modern 3D VR environment.

Discrete Evaluation Builds: For qualified studios, a production test build for Metro Awakening can be compiled and transferred upon request to evaluate true uncompressed, dynamic audio tracking on connected runtime headsets.

Metro Awakening VR Official Launch Trailer

Winner: VR Game of the Year (Steam Awards 2024)
Halo Franchise Track Grid Block
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AAA Vertical Slice Vault Code Halo Franchise

Retained to architecture core interactive acoustic frameworks for unreleased milestones within the Halo universe. Authored full comprehensive studio audio guidelines and technical execution maps.

Runtime Implementation and Boardroom Proofs

Tomb Raider Track Grid Block
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AAA Vertical Slice Vault Code Tomb Raider

Built and delivered full functional runtime mix tiers directly validating interactive audio assets under strict brand requirements. Authored full end to end global audio pipeline implementation guidelines.

Spatial Design Evaluation Architecture

Metro Awakening

2024 STEAM & GAME AWARD VR GOTY WINNER
Production Masterclass

Composer Ann Kathrin Dern Breakdown

"I remember Mark prepared this gigantic... over a 100 pages just an audio brief... I've never seen anything like that. They don't do that in movies."

Ann Kathrin Dern, Composer

A structural analysis of how an Audio Director architectures a critically acclaimed, Game of the Year winning soundscape over a 1.5 year cycle.

  • [01:48] Code Masterclass Documentation: Authoring the 100+ page comprehensive project brief across Music, SFX, and VO to align globally distributed talent.
  • [07:15] Code Creative Vision and Nostalgia: Conceptualizing the implementation of a custom built Harp Guitar to uniquely respect legacy franchise scores.
  • [12:56] Code Systemic Audio Frameworks: Architecting a dynamic, bi directional music puzzle responding seamlessly to real time enemy AI threat levels.
  • [21:39] Code Studio Crowdsourcing: Recording full office vocal ensembles to assemble raw asset files for atmospheric boss encounters.

Launch Cinematic Project Trailers, Score and Acceptance Address

Gameplay Showcase
Story Launch Teaser
Extended Movie Edit Cut
Official Shipped Soundtrack Album

Metro Awakening Code Environment and Mixing Screenshot Gallery

Critical Reception and Player Accolades

"A complete masterclass in audio terror. The environmental mixing and tension design are completely unmatched."

► Critical Video Essay (Full Loop Breakdown)

"The sound design and terrifying SFX are easily my favorite part of the entire game experience."

► Gameplay Analysis (Target Start t=2:24)

"Authentic AAA audio architecture... the environmental ambience and mechanical weapon tracking provide exceptional presence."

► VR Tech Showcase (Target Start t=15:55)

"The directional tracking of mutants moving through nearby claustrophobic tunnels creates a terrifying layer of realistic SFX."

► Gameplay Review (Target Start t=3:33)

"The balance between the unsettling radio murmurs and weapon mechanics is exceptional. The entire mix sounds incredibly good."

► Multi Source Mix Checks (t=5:31 and t=3:32)

"I’m three hours into Metro so far, and I think it’s incredible. The audio is the best I’ve ever heard listening to the mutant dogs hunt you from all directions is terrifying but also so, so good."

Community Forum (Player Verdict)

Global Franchise Feature: Star Trek: Bridge Crew VR

Cross Player Spatial VoIP and Tactile Systemic Mixing

Oversaw and designed the complete engineering conversion structure translating all asset fields to immersive VR pipelines from the base game framework. Developing a network heavy VR game for an acclaimed property required engineering stable cross platform spatialized voice communication systems across PlayStation VR, Oculus, and PC frameworks ensuring direct VoIP positions anchor perfectly to real time player positions within the 3D starship bridge.

I oversaw the asset creation parameters for thousands of retro-futuristic console interfaces, implementing non-fatiguing feedback signals and dynamic scoring rules that automatically drop background symphonic tracks whenever live voice transmission occurs.

Bridge Crew Specifications

    Bespoke console UI Foley: Engineered distinct, highly satisfying audio identifiers for screens, maps, and warp throttle systems. • Cooperative Mix Ducking: Configured automated real time filter sweeps to prioritize tactical team voice channels. • Sci-Fi Space Ambience: Modeled deep hum elements, hull creaks, and warp engine sweeps for intense immersion.

Launch Bridge Crew Media Launchpads

Star Trek Bridge Crew Code Environment Screenshot Gallery

Global Franchise Feature: Assassin's Creed Nexus VR

Velocity Panning and Spatialized Social Environments

Served in a key senior audio advisory capacity for the core development department at Vertigo Games to assure global franchise compliance properties matched baseline specifications. Managing soundscapes across historical eras required engineering advanced real-time acoustic attenuation parameters for velocity climbing and parkour movement rules deploying dynamic wind-rush frequencies and clothing foley shifts that adjust smoothly based on real-time gravity velocity vectors.

I steered structural design loops for detailed social crowd fields, utilizing automated real-time distance occlusion filters to compress environmental reflections into dry, close whispers the moment a player breaks line of sight in hidden sectors.

Nexus Core Systems Design

    First-Person Weapon Physics: Designed sharp, heavy 360-degree combat triggers for hidden blades and bow strings right at the player's ears. • Dynamic Echo Fields: Configured acoustic room-modeling properties for historical stone rooftops and wooden scaffolds. • Global Brand Alignment: Supervised technical asset tracking pipelines to match rigorous franchise compliance frameworks.

Launch Nexus Project Media Launchpads

Assassin's Creed Nexus Code Design Screenshot Gallery

Lead Audio Feature: HEX: Shards of Fate

Massive Scope and UI Architecture Optimization

Serving as Lead Audio Designer for Hex Entertainment, I directed the complete acoustic landscape for a groundbreaking digital trading card MMO. Managing high-asset-count UI and spell effect audio loops requires distinct engineering parameters building non-fatiguing, tactile sound designs across thousands of card collection assets, pack openings, and board interactions designed for millions of repeat actions.

I oversaw the deployment of unique sonic identity parameters for legendary factions and directed the implementation pipelines for our sweeping full orchestral score, ensuring fantasy battle variables translated instantly to the player with supreme audio-visual impact.

Asset and System Production Specs

    Non-Fatiguing UI Design: Developed ultra-clean mechanical triggers for frequent menu actions. • Spell Variable Matrices: Built tiered multi-layer audio assets that scale depending on active fantasy elements. • Full Orchestral Integration: Supervised runtime ducking behaviors to let the symphonic background mesh seamlessly with crisp SFX cues.

Launch Project Media Launchpads

HEX Code Interface and Champion Layout Gallery

IP Production Feature: Monsterverse Demo

Bespoke Sub Bass Mixing and Titanic Scale Ambience

Directed and architected the complete interactive sound design template for a high profile production demo centered within Legendary’s iconic Monsterverse franchise. Handling global IP assets of this scale requires elite sub bass monitoring arrays (20 Hz - 60 Hz), guaranteeing chest thumping creature vocalizations and seismic step impacts retain devastating power without introducing digital distortion or structural mix mud.

The pipeline required balancing massive dynamic contrast weaving crisp mechanical equipment handling cues with breaking shorelines, crumbling structures, and layered creature vocalizations to establish terrifying environmental scale directly for executive review.

Kaiju Production Cues

    Sub Bass Layer Separation: Enforced specialized shelving cuts to separate heavy weight tracks from sub impacts. • Colossal Attenuation Rules: Modeled unique multi point sound source parameters for massive creature vocal systems. • Structural Occlusion Filters: Configured complex frequency dapper arrays for sweeping real time terrain collapse events.

Strategic Flagship Portfolio: Meta Portfolio

Directing premium audio systems for cornerstone Meta properties requires navigating intensive publisher compliance frameworks, ensuring top-tier engineering optimization parameters across distinct comedic narrative frameworks and unreleased rhythm action mobile architectures.

Exploding Kittens

Meta VR / Mobile

Comedic UI Sound Design and Asset Management

Architected a vibrant, cartoon style interactive audio ecosystem. Focused engineering parameters on developing satisfying, non-fatiguing high-frequency card action triggers (Defuse Banjos, Slap mechanics) and punchy comic detonation sound effects built for heavy session repeat variables.

Beat Saber Mobile

Unreleased / NDA

Precision Runtime Mix and Latency Architecture

Retained to drive technical audio consulting parameters for the mobile architecture entry of the most renowned rhythm action franchise in video game history. Engineering frameworks strictly center on establishing sub-millisecond audio synchronization buffers, sample accurate blade slashes, and ultra-high-bitrate interactive file decompression pipelines optimized for baseline mobile chips.

Beat Saber Logo

Media materials restricted under active publisher NDA. Verifiable operational methodologies details available upon discrete executive request.

Immersive Production Archive

A retrospective selection illustrating cross-genre versatility spanning tier-1 brand requirements, hyper-delicate heritage mix modeling, physics foley, and velocity mixing.

NatGeo Explore VR

TIER-1 BRAND

Acoustic Realism and Physics Foley

Vetted under rigorous publisher scrutiny. Engineered physical water paddle tracking and metallic ice scraping climbing systems across opposing acoustic spaces.

Time Stall

Time-Dilation and Impact Matrices

Designed zero-gravity soundscape parameters. Built technical tracking variables for slow-motion audio stretching, plasma weaponry, and chaotic chain reactions.

Anne Frank House VR

Heritage Mix and Room Modeling

Delicate, narrative-first acoustic engineering and deeply accurate architectural room spatialization to handle delicate historical property parameters.

Pet Lab

Co-Production • Sonic Picnic

Demonstrates external audio vendor management muscle. Engineered a whimsical, highly stylized auditory world matching tactile creature foley physics.

Coaster Combat

Velocity Mixing and Biome Shifts

Architected dynamic environmental attenuation rules across high speed structural tracking transitions and real-time arcade weapon layers.

Experience Profile

Lead Audio Designer / Audio Supervisor / Audio Director • Vertigo Games

2022 2026

Directed unified acoustic implementation standard across flagship VR releases. Spearheaded full-scope department leadership and audio direction parameters for Metro Awakening, which secured 2024 VR Game of the Year honors.

Strategic IP Development • Halo & Tomb Raider Pipelines

AAA VERTICAL SLICE ARCHITECTURE (PROJECTS UNRELEASED / CANCELED)

Retained to build and drive core interactive acoustic design for unreleased milestones within the Halo and Tomb Raider universes. Successfully managed development timelines to deliver fully functional runtime Vertical Slices of complete game levels, validating core technological audio mix loops and spatial design directly to executive boardrooms and publishers.

Chief Operating Officer • Unreal Capital

2022 PRESENT

Applying rigorous game pipeline methodologies to scale business operations and systematically evaluate technical audio-visual architecture viability for high-end GameFi, VR, and Metaverse venture capital investments.

AI Audio Researcher & Consultant • Meta Contract

2025 2026

Mapped deployment thresholds and prompt-engineering protocols to safely and ethically bridge cutting-edge generative music applications (Suno, ElevenLabs) into professional, studio-grade mastering environments.