Verified recordMedia Production

Max Olesko

Technical Sound Designer at Lionshead Entertainment

Based in Coquitlam, Canada

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Seniority

Staff

Department

Art, Culture and Creative Professionals

Location

Coquitlam

Industry

Media Production

Company size

28

Contact information

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Email

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m•••••••@lionsheadpro.com

Phone

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Background

About Max Olesko

Highly adaptable and detail-oriented technical sound designer with valuable experience spanning multiple titles. I pride myself on being a team-player that always brings positivity and fun to any project I'm on. My audio career began at Electronic Arts Vancouver first as a quality assurance tester then later as an Audio Artist on the NHL series of games. Here my organizational skills and attention to detail were put to good use as I developed logic for dialogue lines to play in specific scenarios in the game. One of my proudest undertakings was being entrusted with tagging over fifty thousand lines of dialogue when female players were introduced in the game so that we played the correct line for the gender of player the user had chosen. After EA, I joined Lionshead Entertainment and began working on Minecraft Legends with Blackbird Interactive. It was here that my technical skills really started to shine through. We used FMOD combined with a proprietary engine that required all logic to be written in JSON files. A couple of my biggest accomplishments on this project included co-designing and implementing an impact matrix in which we triggered different sound effects based on the identity of both the attacker and defender as well as being tasked with tuning a "threat level" system that dynamically drove the music in the game's epic base battles. Since the completion of Minecraft Legends, I have been working on an unannounced project using Wwise and Unreal Engine 5 as the sole technical sound designer. This has afforded me the opportunity to level up my technical skills in a major way as I've handled the implementation of complete ambience and music systems, footstep matrices, and multiplayer-minded event and parameter handling.

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