christopherdchen@gmail.com
Bio
Hey, I'm Chris.
I'm a passionate sound designer based in Los Angeles, specializing in creating immersive audio experiences that enhance visual storytelling. I thrive on solving technical sound design challenges, developing innovative systems that seamlessly integrate with gameplay and visuals. With expertise in sound design principals and great proficiency in tools like Unreal Engine's MetaSounds, Blueprints, Wwise and Reaper, I craft dynamic soundscapes and robust audio systems that bring projects to life with precision and creativity.
In my spare time, you might find me playing guitar, finding new records, playing video games, and petting dogs and cats while suffering from the inevitable allergies that follow. Though my skills are mainly in sound design, I also do freelance music work.
Skills:
Reaper, Sound Design, Wwise, UE 4, UE 5, Blueprints, Native UE Audio, Cinematics, Pro Tools, MetaSounds, C++, ReaScripts, Lua, Version Control, Perforce, Jira
Bruce Swanson
Wonderstorm Audio Lead, Former Audio Lead at Naughty Dog (Uncharted)
"I can't praise Chris highly enough. He's talented, conscientious, flexible, and a real pleasure to work with. Chris' focus and dedication helped keep our mercurial production on path through all the twists, turns, and challenges. Adding Chris to the team paid off big time."
Justin Richmond
Wonderstorm CCO, Former Game Director at Naughty Dog (Uncharted)
"Chris is a killer sound designer and a great human to boot. He came in and helped take our project from mid production through ship and into post launch content. He is easy to work with, gets stuff done on time and goes out of his way to make sure his work is the best it can possibly be. Highly recommended."
Testimonials:
Game Audio Favorites:
Currently Playing:
Games I'm excited for:
Helldivers 2
The Last of Us Part 1 & 2
God of War
Diablo 2
2XKO
Bioshock 4
Remaining FF7 remakes
Deadlock
Dead Space Remake
Mario Strikers: Battle League
Fortnite
Work
Technical Sound Design
Creating C++ class for custom Ak AnimNotifies for better workflow in Wwise and Unreal.
Souls Inc
Made this game with a group of 3 in under a week for the 8 bits to infinity game jam. Give it a play! We placed in the top 5% out of 413 submissions! Music and Sounds by me.
Sound Design
Showing how to synthesize and create a layer that is frequently used in modern Sound Design for games
Sound Design and Implementation
Sound Design and Implementation for mission rewards screen in the game: Xadia published by Netflix
Technical Audio Reel
Audio systems I created featuring a multiplayer game I created in Unreal using C++ in Visual Studio and blueprints, as well as other projects I've worked on that feature technical audio.
Last of Us Part 2 redesign
Sound Redesign of a gameplay snippet in Last of Us Part 2
Technical Implementation with Unreal Meta Sounds
Personal Project implementing car sounds with Unreal Meta Sounds
UI/HUD Sound Design
Sound Design I did over visuals of a futuristic UI/HUD
Wwise REal-time Mixing
Simple method to duck audio for a cleaner mix. This can be made to work within a hierarchy, but can also be used to subtly duck frequencies in music when there are a lot of things going on in the game.
Technical Sound Design
Creating a realistic critter/fauna audio system that interacts with gameplay using Blueprint Interfaces
Get in touch
Questions? Feedback? Interested in working?
Reach out to me!
christopherdchen@gmail.com