Verified recordComputer Games

Pete Ward

Audio Director at Machinegames

Based in Uppsala, Sweden

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Seniority

Director

Department

Art, Culture and Creative Professionals

Location

Uppsala

Industry

Computer Games

Company size

163

Contact information

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Email

1 credit

p•••••••@machinegames.com

Phone

5 credits

+46 ••• •••• ••••

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Background

About Pete Ward

See current/previous employers for credits list, and current/recent projects! Skills and experience summary: Building alignment between creative and technical disciplines in pursuit of the highest quality audio experiences. Audio team task creation, scoping, planning and driving to completion. Identifying and delivering audio team training and individual development opportunities, including mentoring. Giving and receiving and acting upon creative and technical feedback. Working across multiple time zones with internal and external global partners to deliver world class audio content. Presenting workflows and solutions in a global team context to encourage sharing and innovation. Direct supervision of creative and technical audio content for a variety of team sizes. Extensive experience in sound recording, design, editing, tracklaying, and interactive implementation. Recording difficult things and organizing complex sessions with external vendors in multiple countries: vehicles, guns, cannons, pirate ships, enormous dogs, and battle re-enactments. Creating innovative recording and playback solutions for sound design problems. World class vehicle engine authoring and implementation, including extensive player customization and supporting systems (e.g. overrun, forced induction, transmission, tyres and braking). I am also especially interested in spatial audio design and implementation strategies, and the power of psychoacoustics in delivering interactive experiences. Dynamic mixing to maximize focus and create engaging and compelling player experiences. Optimizing mixes for different output devices, speaker configurations and platforms, including Dolby Atmos and binaural techniques. Defining mix and loudness targets from individual assets to full mixes. Extensive experience with third party audio middleware (particularly WWise and FMod) and internal development software (FrostBite). Expert management and optimization of audio assets and systems (memory and performance) for multiple target platforms. Music design and production and liaising with outsource partners. Music recording, editing (including to score) and mixing, from solo studio recordings to large scale location orchestral recordings. Complex crossfading interactive music design and implementation, particularly in the racing genre.

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