{"id":33,"date":"2012-01-31T05:00:17","date_gmt":"2012-01-31T05:00:17","guid":{"rendered":"http:\/\/www.bradleymeyer.com\/wp-core\/?page_id=33"},"modified":"2026-01-07T21:36:38","modified_gmt":"2026-01-08T05:36:38","slug":"resume","status":"publish","type":"page","link":"https:\/\/bradleymeyer.com\/wp-core\/resume\/","title":{"rendered":"R\u00e8sum\u00e9"},"content":{"rendered":"\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<figure class=\"wp-block-image\"><a href=\"http:\/\/www.bradleymeyer.com\/resume_bdm.pdf\" target=\"_blank\" rel=\"noopener noreferrer\"><img decoding=\"async\" src=\"http:\/\/www.bradleymeyer.com\/wp-core\/wp-content\/uploads\/2012\/01\/pdf_icon.png\" alt=\"\" title=\"pdf_icon\"\/><\/a><\/figure>\n\n\n\n<p><\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Employment:<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">01\/12\u2013 present &#8211; Audio Director\/Senior Manager of Sound Design<br>\nSucker Punch Productions, Bellevue, WA<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Manage the audio department, including internal and external resources incorporating\u00a0integration, sound design, voiceover and music composition<\/li>\n\n\n\n<li>Designing audio systems utilizing a proprietary game engine and scripting language,\u00a0and audio middleware\n<ul class=\"wp-block-list\">\n<li>co-designed the HDR Audio feature within Wwise<\/li>\n<\/ul>\n<\/li>\n\n\n\n<li>Sound design, integration and audio direction<\/li>\n\n\n\n<li>Engage with other leads to maintain communication and push features forward<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">12\/09 \u2013 01\/12 &#8211; Audio Director<br>\nFree Range Games, Sausalito, CA<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Responsible for designing audio for mobile and browser based games using Unity3d and C#,\u00a0including audio systems design, sound design, scripting\/audio programming, music\u00a0composition and music licensing for multiple simultaneous projects<\/li>\n\n\n\n<li>Wrote audio engine components in C# for use with Unity3D (pseudo-occlusion, randomization\u00a0algorithms, advanced DSP, etc.)<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">11\/08 \u2013 12\/09 Audio Director<br>\n1\/06 \u2013 11\/08 Lead Sound Designer<br>\nShaba Games\/Activision, San Francisco, CA<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Managed a team of 3 sound designers and a programmer, overseeing systems design, sound\u00a0and music design, scheduling, training, mentoring &amp; integration across multiple game engines\u00a0and languages<\/li>\n\n\n\n<li>One of six studio leads, responsible for management of all sound-related issues on \u00a0each project and maintaining communication with other departments.<\/li>\n\n\n\n<li>Designed and integrated a majority of sounds in multiple engines and scripting languages.<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">03\/01 \u2013 01\/06 Senior Sound Designer<br>\nKonami Digital Entertainment, Honolulu, HI<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Audio Lead on one to two simultaneous projects responsible for spec, scheduling,\u00a0design and integration, music direction, budgeting and deliveries<\/li>\n\n\n\n<li>Co-developed proprietary tools and scripting language for interactive audio<\/li>\n\n\n\n<li>Casted, coordinated and directed voice talent for all projects<\/li>\n<\/ul>\n\n\n\n<h3 class=\"wp-block-heading\">03\/99 &#8211; 03\/01 Senior Sound Audio Designer<br>\n03\/98 &#8211; 03\/99 Associate Sound Designer<br>\nBerkeley Systems Incorporated, Berkeley, CA<\/h3>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Responsible for all sound issues from design to spec to execution of music, sound\u00a0effects and voice with additional game design assistance<\/li>\n\n\n\n<li>Developed relationships with third party technology providers<\/li>\n\n\n\n<li>Established and managed the Video Editing department<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">&nbsp;Selected Credits:<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Ghost of Y\u014dtei (2025) [PS5]<\/li>\n\n\n\n<li>Ghost of Tsushima: Director&#8217;s Cut (2021) [PS4\/PS5]<\/li>\n\n\n\n<li>Ghost of Tsushima (2020) [PS4]<\/li>\n\n\n\n<li><div dir=\"ltr\" data-font-name=\"g_font_p0_16\" data-canvas-width=\"104.7600031220913\">inFAMOUS: First Light (2014) [PS4\/PSN]<\/div><\/li>\n\n\n\n<li><div dir=\"ltr\" data-font-name=\"g_font_p0_16\" data-canvas-width=\"104.7600031220913\">inFAMOUS: Second Son (2014) [PS4]<\/div><\/li>\n\n\n\n<li><div dir=\"ltr\" data-font-name=\"g_font_p0_16\" data-canvas-width=\"104.7600031220913\">Zaxxon Escape (2012) [iOS\/Android]<\/div><\/li>\n\n\n\n<li>SummitX Snowboarding (2011) [iOS\/Android]<\/li>\n\n\n\n<li>Freefall Tournament (2011) [PC online]<\/li>\n\n\n\n<li>DJ Hero (2009) [X360\/PS3\/Wii\/PS2]<\/li>\n\n\n\n<li>Spider-man: Web of Shadows (2008) [X360\/PS3\/Wii]<\/li>\n\n\n\n<li>Marvel Ultimate Alliance Gold Edition (2007) [X360]<\/li>\n\n\n\n<li>Shrek the Third (2006) [X360\/PS2\/Wii]<\/li>\n\n\n\n<li>Tony Hawk&#8217;s Project 8 (2006) [PS2\/Xbox]<\/li>\n\n\n\n<li>Ys VI: The Ark of Napishtim (2005) [PS2\/PSP]<\/li>\n\n\n\n<li>Dance Dance Revolution Ultramix 1, 2, and 3 (2003\/2004\/2005) [Xbox]<\/li>\n\n\n\n<li>Lost in Blue (2005) [DS]<\/li>\n\n\n\n<li>Frogger Helmet Chaos (2005) [DS\/PSP]<\/li>\n\n\n\n<li>Teenage Mutant Ninja Turtles: Mutant Melee (2004) [Xbox, PS2, Gamecube]<\/li>\n\n\n\n<li>Frogger Beyond (2002) [Xbox, Gamecube, PC]<\/li>\n\n\n\n<li>ESPN MLS Extratime 2002 (2002) [Xbox, Gamecube]<\/li>\n\n\n\n<li>Frogger\u2019s Adventures: Temple of the Frog (2001) [GBA]<\/li>\n\n\n\n<li>Jurassic Park III: The DNA Factor (2001) [GBA]<\/li>\n\n\n\n<li>Orcs: Revenge of the Ancient (1999)[cancelled] [PC]<\/li>\n\n\n\n<li>Get the Picture (1999) [PC online]<\/li>\n\n\n\n<li>You Don&#8217;t Know Jack: The Netshow (1998) [PC online]<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Lectures\/Presentations:<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><em>Advanced Systems Design for Ghost of Y\u014dtei<\/em> (with Josh Lord), GameSoundCon, Burbank, CA, October 2025<\/li>\n\n\n\n<li><em>Game Audio Sound Design<\/em>, GAX club meeting, SCAD, October 8, 2024<\/li>\n\n\n\n<li><em>Life as an Audio Director<\/em>, Boston Game Audio, November 30, 2021<\/li>\n\n\n\n<li><em>Big World, Small Team: Designing a Scalable Ambience System for Ghost of Tsushima<\/em> (with Apoorva Bansal), Game Developers Conference, San Francisco, CA, July 2021<\/li>\n\n\n\n<li><em>Sonic Storytelling: Audio as Exposition in Ghost of Tsushima<\/em> (with Andrew Buresh &amp; Michelle Thomas), Wwise Roadshow, December 2, 2020<\/li>\n\n\n\n<li><em>A Peek Behind the Sound Design Curtain, <\/em>Northwest University, March 12, 2018<\/li>\n\n\n\n<li><em>Maximizing Workflow Efficiency,<\/em> CarouselCon, San Francisco, CA, March 2018<\/li>\n\n\n\n<li><em>The Mix: Understanding Your Tools and How to Use Them<\/em>, Game Developers Conference, San Francisco, CA, March 2017<\/li>\n\n\n\n<li><em>You Hear That? Team Engagement for Audio<\/em>, Game Developers Conference, San Francisco, CA, March 2016<\/li>\n\n\n\n<li><em>Building a Game Audio Community (<\/em>panel with Rob Bridgett), Game Developers Conference, San Francisco, CA, March 2016<\/li>\n\n\n\n<li><em>Audio Systems Design of inFAMOUS Second Son<\/em>, Montreal International Game Summit, Montreal, Quebec, November 10, 2014<\/li>\n\n\n\n<li><em>We&#8217;re Not So Different After All: Sound Development Across Divergent Studios (with James Ackley, Damian Kastbauer, Kristen Quebe, and Jaclyn Shumate)<\/em>, PaxDev, Seattle, WA, August 27, 2014<\/li>\n\n\n\n<li><em>Putting the Fantastic in Fantasy: Lessons in Practical Sound Design<\/em>, University of Edinburgh, Napier, Scotland, May 2, 2014<\/li>\n\n\n\n<li><em>A Technical Retrospective on PS4 Audio Development,<\/em>\u00a0Sony Game Technology Conference, San Francisco, CA, March 18, 2014<\/li>\n\n\n\n<li><em>A Listen Behind the Curtain: Interactive Audio in Video Games (with James Ackley)<\/em>, EMP Museum, The Art of Video Games closing night, Seattle, WA, May 10, 2013<\/li>\n\n\n\n<li><div dir=\"ltr\" data-font-name=\"g_font_p0_1\" data-canvas-width=\"291.9333420336249\"><em>PS4 Audio Development for inFAMOUS: Second Son<\/em>, Sony Game Technology Conference, San Francisco, CA, March 25, 2013<\/div><\/li>\n\n\n\n<li><em>My Life as a Video Game Sound Designer<\/em> (lecture), Art Institute of CA, SF,\u00a0 August 4, 2010<\/li>\n\n\n\n<li><em>Introduction to Video Game Sound Production Pipeline<\/em> (lecture), Art Institute, March 15, 2010<\/li>\n\n\n\n<li><em>Spider-man: Web of Shadows &#8211; An Audio Postmortem<\/em>, Wwise Roadshow\/G.A.N.G. meeting, San Francisco, CA, December 5, 2008<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Publications<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li><em>Game Audio Mixing: Insights to Improve You Mixing Performance<\/em>, Alex Riviere, Routledge 2024<\/li>\n\n\n\n<li><em>Aaron Marks&#8217; Complete Guide to Game Audio, 3rd Edition<\/em>, CRC Press, 2017<\/li>\n\n\n\n<li>Contributing editor, <a href=\"http:\/\/www.designingsound.org\">designingsound.org<\/a> (2016 &#8211; 2018)<\/li>\n\n\n\n<li>Contributing writer, <a href=\"https:\/\/www.gamedeveloper.com\/\">gamasutra.com<\/a> (2008 &#8211; 2015)<\/li>\n\n\n\n<li>Soundminer HD review, <em>Game Developer Magazine<\/em>, September 2011<\/li>\n\n\n\n<li>Sound Seed Impact review, <em>Game Developer Magazine<\/em>, April 2009<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Selected additional experience:<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Charter member &#8211; Audio Foundation Council &#8211; Sony Interactive Entertainment 2024-present<\/li>\n\n\n\n<li>AV installations &#8220;<em>Vision through Sound<\/em>&#8221; and &#8220;<em>Dream Phone<\/em>&#8220;, Lacuna Observatory, Siskyou Arts Museum 2024<\/li>\n\n\n\n<li>Charter member &#8211; Audio Production Program Advisory Committee, Art Institute of\u00a0California, San Francisco (2010 \u2013 2012)<\/li>\n\n\n\n<li>Supervising Sound Editor, <em>Looking Down Canyon<\/em> (2012, DV,\u00a0directors: Sati Shah and Melody Shah)<\/li>\n\n\n\n<li>Ambient Soundscape Design for art show \u201c<em>Interaction<\/em>\u201d by Joel G, Donner Gallery, Oakland, CA &#8211;\u00a0 November 2010<\/li>\n\n\n\n<li>Designed video game sound design curriculum for Pyramind school (2006)<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Skills:<\/h2>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Audio: Reaper, ProTools, Logic Pro, Cubase\/Nuendo, Sound Forge, RX,\u00a0 etc.<\/li>\n\n\n\n<li>Middleware: Unreal Engine, Unity, Wwise, FMOD, Scream, Maya, and multiple proprietary engines, tools, and scripting languages<\/li>\n\n\n\n<li>Scripting: basic scripting, C#, unrealscript, javascript, Lisp\/Scheme, Lua, &amp; C<\/li>\n\n\n\n<li>Sound Technologies: surround mixing, sound reinforcement, synthesis creation and\u00a0manipulation, field\/foley recording, microphone placement, sound effects\u00a0database cataloging, voiceover direction, music editing, mixing, and mastering<\/li>\n<\/ul>\n\n\n\n<h2 class=\"wp-block-heading\">Education:<\/h2>\n\n\n\n<h3 class=\"wp-block-heading\">&nbsp; 8\/94 &#8211; 5\/97 University of California at Berkeley, Berkeley, CA<\/h3>\n\n\n\n<p>Bachelor of Arts in Mass Communications&nbsp;awarded with high honors 5\/22\/97<br>\nHonors Thesis: <em>Determining the Psychological Effects of Violence in Graphic Films<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Employment: 01\/12\u2013 present &#8211; Audio Director\/Senior Manager of Sound Design Sucker Punch Productions, Bellevue, WA 12\/09 \u2013 01\/12 &#8211; Audio Director Free Range Games, Sausalito, CA 11\/08 \u2013 12\/09 Audio Director 1\/06 \u2013 11\/08 Lead Sound Designer Shaba Games\/Activision, San Francisco, CA 03\/01 \u2013 01\/06 Senior Sound Designer Konami Digital Entertainment, Honolulu, HI 03\/99 &#8211; [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"parent":0,"menu_order":0,"comment_status":"closed","ping_status":"open","template":"","meta":{"footnotes":""},"class_list":["post-33","page","type-page","status-publish","hentry"],"jetpack-related-posts":[],"jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/pages\/33","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/pages"}],"about":[{"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/types\/page"}],"author":[{"embeddable":true,"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/comments?post=33"}],"version-history":[{"count":57,"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/pages\/33\/revisions"}],"predecessor-version":[{"id":851,"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/pages\/33\/revisions\/851"}],"wp:attachment":[{"href":"https:\/\/bradleymeyer.com\/wp-core\/wp-json\/wp\/v2\/media?parent=33"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}