Gavin T. Booth

Sound Design
Creative Solutions
Trailblazing Leadership
Technical Implementation
Game Development
Creative Solutions


Experience

  • August 2023 - August 2024

    I assisted clients with a variety of audio, project management, and technical needs.

    Services include consulting for technical sound design, acoustics, recording, mixing, mastering, audio tool development.

    I work to understand my clients’ needs, then find and offer multiple solutions along with their pros, cons, cost, and time estimates for implementation, installation, troubleshooting, or repair.

  • June 2023 - August 2023

    Implemented vignettes, cinematics, and animations for NPCs, enemies, and the heroes, bringing life to the world of Spider-Man’s New York City, impact in the combat and action sequences, and super-powered sound to our friendly, neighborhood Spider-Men.

  • October 2022 - May 2023
    Worked in pre-alpha development, designing and implementing sounds for “golden path”/main story missions and side missions, including propagation setup, ambience, and working directly with each respective game designer to support their sound needs.
    Created and implemented unique sound designs for enemy weapons, and special abilities.

  • April 2022 - October 2022
    Collaborated with a fantastic team, implementing SFX for Kratos, Atreus, and the enemy AI cast with varied types such as:
    Weapon Sounds, impacts, foley, interactables, UI, material interactions, footsteps, projectiles, vignettes, cinematics, VO efforts, and debugging audio issues.

    After receiving a list of over 100 new bug tasks overnight, I organized, triaged, and directed a small team for rapidly solving these bugs in the last 2 months of production.

    Refactored the material fx system to adapt to unpredicted needs.

    Created hooks from game parameters in their proprietary code language (DCS) to send to Wwise RTPCs for runtime audio variability.

    Hear some of the combat SFX work I did here:
    www.liminalsense.life/audio-portfolio

  • September 2016 - April 2022

    -Helped lead a team of talented Sound Designers, Voice Over Artists, Composers, and Audio Programmers

    -Created documentation and training for my team on implementation processes as they were developed, coaching them to help further their skill development.

    -Collaborated with leaders of other departments to create a special team of proactive designers across disciplines to move the project forward when it was hitting roadblocks.

    -Aided the CEO and Producers in rejuvenating the audio team into action, designing a framework for our future work.

    -Designed implementation processes for sound effects both static looping sounds and dynamic conditional sounds, as well as diegetic/non-diegetic music, and voice overs.

    -Wrote code for implementing various automated systems to add variable audio such as: automatically playing correct footsteps sounds when walking on different materials, and automated audio occlusion when a direct line of sight to a sound source is blocked by a wall or other object.

    -Assisted in designing code and musical direction for other processes such as musical tempo changes based on character health levels, and musical variations based on time-of-day and faction status.

    -Created a system for implementing the ASWG-R001 game industry loudness standards and increasing dynamic range for music accordingly to add more depth and immersion while keeping the volume consistent and comfortable for the player.

    -Set up proper signal flow to work with the Resonance Audio Plugin for FMOD, an audio spatializer that is more accurate to real world audio physics, with more realistic reverb and occlusion.

    -Wrote a script component that can be attached to any audio source in the game that allows for independent volume and variable mixing of each instance

    -Wrote a script that acts as a “sample pad” for testing sounds as a template for playback before creating the implementation method of that sound.

    -Wrote code for adjusting volume sliders and audio settings through the in-game audio menu to adjust master compression and equalization based on user preferences.

    Due to my NDA agreement, I am unable to share my work with Razor Edge Games at the moment.

  • August 2019 - September 2020

    -Recorded, mixed, and mastered multiple songs as well as a 30 song vocal album with a fantastic singer as well as taught guitar lessons for beginners. Listen to some of them here: www.liminalsense.life/audio-portfolio

  • April 2015 - April 2022
    -Received my Basic, Advanced, and Master MECP Certifications (One of only 280 people worldwide who have achieved Master certification currently) demonstrating my knowledge, experience, and expertise with installing and troubleshooting mobile electronic 12-volt systems from audio to convenience systems.-Installed full audio setups (i.e. Head unit, speakers, subwoofers, 4 channel and mono amplifiers, signal processors) from basic setups to 3,000 Watts RMS setups in standard economy vehicles, to luxury vehicles like Chevy Corvette, Porsche 911, Ferrari California, and Rolls Royce Silver Shadow. -Installed and troubleshooted for thousands of remote starter systems (requiring up to 40 wiring splices with soldering, SPDT relays, diodes, and integrating with OEM data systems), completing at times up to 4-5 cars per day.For a comprehensive work history, please visit my LinkedIn page.
    www.linkedin.com/in/gavin-booth/


Skills

Foley & Synthesis
Audio Implementation
Music Production
Recording
Mixing
Mastering
Voice Acting
Troubleshooting
Diagnostics
System Design
Linguistics
Leadership
Team Management
Technical Communication


Technologies & Tools

Production Tools
Notion
Jira
Trello
HacknPlan
Miro
Eraser
AI
Game Engines
Unreal Engine
Unity
Maya
Luna
Proprietary Game Engines

DAW’s
Ableton Live
Pro Tools
Reaper

Audio Middleware
Wwise
FMOD

Source Control
GitHub
Sourcetree
Perforce P4V


Awards & Recognition

  • Best Audio Design | God of War: Ragnarök
    Recognizing the best in-game audio and sound design

  • Motion Pictures Sound Editors (MPSE) Golden Reel Award | God of War: Ragnarök
    Outstanding Achievement in Sound Editing - Game Effects/Foley

  • Outstanding Achievement in Audio Design | God of War: Ragnarök
    Presented to the individual or team whose work represents the highest level of achievement in creating a unified audio experience. The quality of the individual sound effects, voice over, music, technology, and other audio elements will be considered in addition to the overall audio mix of the title.

  • Best Audio Award | God of War: Ragnarök
    The Best Audio Award recognizes the overall excellence of audio in a game - including, but not limited to, sound effects, musical composition, sound design, orchestration, etc.

  • Game Audio Network Guild (G.A.N.G.)
    Award: Creative and Technical Achievement in Sound Design | God of War: Ragnarök
    Sound Design that pushes the creative and technical boundaries of what’s previously been done in this area. It considers both technical achievement AND its creative application within a game. This includes games that make innovative use of existing or third party technologies, as well as those introducing entirely new technologies. The creative combining of technologies is to be considered as well.

  • British Academy of Film and Television Arts (BAFTA) Award: Audio Achievement | God of War: Ragnarök
    Rewarding excellence in the design and application of sound, dialogue and music to create an exceptional audio experience.


Languages

Programming
C#
C++
Blueprints
DCS
VisualScript
Forge
Python
Proprietary Languages

Spoken
English (Native)
Thai (Professional)
Lao (Intermediate)
Japanese (Intermediate)
Mandarin Chinese (Beginner)
Spanish (Beginner)
Egyptian Arabic (Beginner)


Contact

Education

  • 06/09/2016

    Audio Engineering & Music Production Certification

  • 2007, 2010-2014
    Studied Sound Recording Technology & Linguistics