Marco F. Whitten
Sound Designer, Console action games
Burbank, CA · (317) 555 0162 · name@example.com · linkedin.com/in/marcofwhitten
Key Qualifications
EXPERIENCE
Eight years of sound design and implementation across four shipped console titles
INDUSTRIES
Console action games, personal computer releases, field recording services
SPECIALTIES
Weapon and impact design, movement audio, field recording, mixing, Wwise implementation
SYSTEMS
Wwise, Pro Tools, Unreal Engine 5, iZotope, Perforce, Jira
CREDENTIALS
Member of the Game Audio Network Guild; member of the Audio Engineering Society
EDUCATION
Bachelor of Science in audio production, University of Southern California
Executive Summary
Sound designer with eight years on console action titles, covering weapons, impacts, movement and the mix that holds them together. Records her own source, builds it in Pro Tools and implements it in Wwise rather than handing files to an engineer. Four shipped titles across PlayStation, Xbox and personal computer.
Signature Achievements
- Designed and implemented the full weapon set for a shooter that shipped on PlayStation 5 and personal computer to an aggregate critic score of eighty five.
- Cut voice count during heavy combat by a third through priority and virtualization settings, which removed the audio dropouts testers reported.
- Ran two field recording trips that produced the source library used across three projects and retired about twenty six thousand dollars of yearly sample licensing.
- Delivered the final mix pass for two titles inside the loudness targets the platform holders require.
- Rebuilt the footstep system so surface types resolve from material data rather than manual tagging, saving designers a week per level.
Professional Experience
Sound Designer
Foothill Ridge Interactive, Burbank, CA 2021 to present
Console studio of a hundred and fifty people; shipped Signal Fire on PlayStation 5, Xbox Series X and personal computer as sound designer.
- Designs weapon, impact and movement audio, then implements and mixes it in Wwise.
- Sets voice limits, attenuation curves and memory budgets with the audio programmer.
- Records original source on location and cleans it in iZotope before design work.
- Sits in playtests and adjusts the mix where important cues get buried.
Sound Designer
Amber Signal Audio, Glendale, CA 2018 to 2021
Game audio services company; delivered sound design for Tin Sparrow on personal computer and Nintendo Switch as contract sound designer.
- Built creature, vehicle and interface audio for four client projects a year.
- Delivered to client naming and loudness specifications with no returned batches.
- Implemented directly in client Wwise sessions when the studio had no audio programmer.
Licensure and Certification
Member of the Game Audio Network Guild, Los Angeles members
Member of the Audio Engineering Society, Los Angeles section
Education
Bachelor of Science in audio production, University of Southern California, 2017
Core Skills
Weapon and impact design · Movement and footstep systems · Field recording · Wwise implementation · Pro Tools · Mixing to loudness targets · Voice and memory budgets · Sound library management · Playtest listening · Audio programmer collaboration