Game audio

Concept to ship, on games you know.

Audio direction, design, dialogue and tools across thirty years of shipped titles.

The motion-capture stage
AAA leadership

It Takes a Team.

I’m lucky to have been selected to lead audio for several AAA titles, from inception to ship. But in reality it’s the team that elevates the project beyond the design to something special.

A motion-capture recording session

A collage of games Kyle worked on during the MoonTech Studios years
MoonTech Studios

An audio house for the big publishers.

Founded and ran a game-audio house and tools studio from 2003 to 2014: composition, sound design, foley, dialogue direction and Wwise and FMOD integration across concurrent client projects, upholding the highest quality and creative vision across the slate.

ActivisionEANintendoAtariUbisoftMaxisCriterionAMAZE Entertainment

Selected shipped titles

A few you might have played.

Audio direction, composition
soundFX, dialogue, implementation.

The Sims 2

Tony Hawk

Guitar Hero

Skylanders

Call of Duty

Burnout

Spore Creatures

From games to GAGE

The tools I wished existed.

Years of building adaptive and procedural audio for games led to GAGE: a generative music engine anyone can play.

GAGE Sampler, the Drums tab