Hi, I'm John! I bring a harmonious blend of scientific rigor and artistic finesse to game audio production and interactive sound design as a professionally trained scientist and full-time program manager and designer. I love bringing people and ideas together to create lush and immersive audio experiences.

Homemade zombie movies made during high school are what I think of as my roots in Sound Design & Media Production – Summer evenings of Foley with many celery stalks, carrots, and goopy consumables are strong memories in my mind. At university, I had the opportunity to direct student films and edit dialogue and audio; I also hosted an original weekly live FM & Web radio show on KJHK 90.7 called Kiwi Classics.

Musically, I played saxophone into secondary school, then studied guitar and taught blues guitar lessons... And the moment I discovered synthesizers, it was like a flood gate had been opened and I was able to put an instrument to a je ne sais quoi sound which I had loved growing up.  

I am currently working as a senior Sound Designer for Ssun Games, a composer and Sound Designer for Ceplion, and serve as Project & Audio Director for Glazed Games, an international volunteer indie studio. I also support the Expedition to Atmora & Roscrea Beyond Skyrim teams with sound.

I am open to new contracts in Audio Production, Interactive Game Sound Design, and Ambience Development. I will be releasing my first commercial sound library Q4 2024, and continue to produce music as a hobby.

Contact e-mail: John@ambientartstyles.com

Professional Interests & Competencies

Audio Implementation: Wwise and Fmod.

Sound Processing: Reaper, Ableton/M4L, iZotope RX, Soundminer, Pure Data, FabFilter, Waves, VCV Rack.

Source Control: GitHub, Plastic SCM, Atlassia Bitbucket.

Project Management: Codecks, Atlassian Jira, Notion, Trello, Airtable, I love Spreadsheets.

Interactive Sound Design: Wwise, MetaSounds & Blueprints, Foley, Field Recording, Synthesis, Environmental Ambience & Soundscape creation, Creature Sounds, VA/VO Direction, Dialogue Editing, 3-D Spatialization, Mixing.

I am all about diving in and developing interactive, adapative, and reactive balanced game audio.

A shotgun mic pointed a food for Foley recording.
John playing guitar in front of a hydrasynth.

                                                          Game Interests

Favorites with Audio in Focus

- Inside
- Pathologic 2
- It Takes Two
- Blanc
- The Witcher 3

 On Deck to Play

         -Dead Space remake

Nostalgic sonic influences

- Donkey Kong Country (snes)
- Kotor 2, pure pazzak
- Diablo i and ii
- Half-Life 2

Overviewing a decade of ambience from 1994 - 2004 (writing; coming soon).

Get to know me through some of my favorite games!

Why of course there's a blog  here!

Audio Gung Fu is an audio art research journal where I detail explorations with friends and community into Sound Design, Game Audio, and Sonic Curiosities. Check out some of the gems and resources I have discovered along the way.

I am grateful for feedback and always looking to improve my design; happy to share methods or bounce ideas around. You can find me on Discord (AmbientArtstyles), Twitter, Airwiggles, Bluesky, Slack, and various professional audio communities.