FRONTIER DEVELOPMENTS
(2022)
HEAD OF AUDIO DESIGN
- Audio Direction, Mix and Department Strategic Direction on all current projects.
- Managing the Creative Audio Design Team, working with leads and audio managers.
- Working with Leads on project definition, project pillar definition, audio direction, management of teams and the game mix.
- Working with cross-disciplinary stakeholders during the conceptual phases of projects to define audio direction, milestones, technical / design work and project scope.
- Involved in audio pipelines, future technologies and high level technical systems.
- Create audio for ongoing projects in conceptual and pre-production phase, with a focus on efficient use of technology, modular- and data-driven design and optimal wwise project layouts.
- Hiring audio designers and managing their career progression.
(2018)
PRINCIPAL AUDIO DESIGNER
- Warhammer Age of Sigmar RTS - Project Audio Lead
- Formula 1® Management Game - Co Audio Lead
- Jurassic World Evolution 2 - Additional Sound Design
- Planet Zoo - Project Audio Lead
- Elite Dangerous Odyssey - Principal Audio Designer
- Focus on best practice project implementation and execution: implement once in one place, prevent asset duplication, separate game wide mix from interactive implementation, simplify complexity, define project standards and explore innovative ways to optimise an audio project for games as a service type longevity.
(2015)
AUDIO LEAD
- Jurassic World: Evolution - Project Audio Lead
- Planet Coaster - Project Audio Lead
- " ... Matthew's broad experience in game development has helped shape him as an extremely communicative and inclusive leader. His multidisciplinary experience has helped inform his successful transition from generalist developer to outstanding audio lead ... " - Jim Croft, Head of Audio @ Frontier Development
(2014)
SENIOR AUDIO DESIGNER (2014–2015)
- Elite Dangerous - Senior Audio Designer
- Creation of sound effects and implementation (Wwise & custom tools)
- Additional music (stellar ambiences)
- " ... it deserves any award going. ‘Best Sound’ especially ..."
(2014)
SENIOR AUDIO DESIGNER / FREELANCER
- Creation of sound effects.
- Foley recording.
- Implementation (fmod & game engine & Playstation 3).
- Dialogue editing.
- Trailer audio and mixing.
2005
AUDIO DIRECTOR
- Responsible for all sound, music and voices
- Creation and implementation of sound for combat, effects, animation, creatures and environment
- Hiring and managing of external parties
- Budgets and planning
- Creation and implementation of ambiences
- Additional music
- Sound effects
- Designed a streaming 3d audio-system and an animation triggered audio-system for Unreal engine and worked with audio coders to implement and refine the system for production environment.
- Ambient and dramatic music plus adaptations based on compositions by composer Jesper Kyd
2003
PROJECT MANAGER
- Scrum and agile (assisted) project management
2001
LEVEL AND GAME DESIGNER
- All outdoor and half of all the indoor environments on Alpha Black Zero
- Lighting Overhauls on Alpha Black Zero
- VFX on Alpha Black Zero
- Level and Gameplay design on Negative Space
- Gamedesign document and Narrative Design on Negative Space
- Gameplay and LEvel Design on EuroCops
- Gameplay on FightGame
- UI Design on FightGame
- Gamedesign, overhaul and polish of majority of outdoor gameplay on Spellborn
- Gameplay balance of creatures, assets and resources on Spellborn
- Overhaul of starter area (part of task force) on Spellborn
- Overhaul of tutorial (with Dennis Zoetebier) on Spellborn
2001
ADDITIONAL GAME DEVELOPMENT
- Marketing video's, pr press trips and website on all projects
- Community management (initial period) on all projects