Work

christopherdchen@gmail.com

For best experience: Please make sure the Stable Audio setting in YouTube is set to off as google has been defaulting it to on for users.

a man in headphones and headphones playing video games
a man in headphones and headphones playing video games

Bio

I started out doing film sound, mostly Foley and dialogue and cutting effects in post. Now I'm freelancing on Call of Duty at Sledgehammer Games (Activision), doing technical sound design in proprietary software on one of the biggest and fastest moving pipelines in games.

Before that I was at Wonderstorm on a multiplayer ARPG. Made sounds, built the systems that played them, and spent a lot of time figuring out things like why something didn't fire or fired twice and how to balance the mix.

I also freelance with smaller teams, a lot of them run by people who came out of AAA. That's some of my favorite work. Someone hands me a project that's half built on a toolchain I've never seen and I like figuring out how it fits together. Unreal, Wwise, whatever proprietary thing a studio wrote for itself, it's all deeply intriguing to me.

The showcase above has examples: combat sounds, UI audio, implementation setups, and some of the tools and scripts I've built to make my life easier. There's more process stuff on my blog if you're curious how I approach things.

When I'm not working, I play guitar, hunt for records at local shops, try new coffee shops, and go to jazz jams around LA. I'm also allergic to cats and dogs but pet them anyway because I have no self-control.

Skills

Blog

Audio Design & Technical concepts that act as my personal confluence page. Helps remind me of certain methods and helps others along the way.

Bruce Swanson

Wonderstorm Audio Lead (Ex-Audio Director at Naughty Dog)

"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

Creative Franchise Director for Overwatch
(worked together at Wonderstorm)

"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

Get in touch

Questions? Feedback? Interested in working together? Or just want to nerd out on audio?

Reach out to me!

Email

christopherdchen@gmail.com

Souls Inc

Take a break and play this game!
Made this silly game years back with two others in under a week for the 8 bits to infinity game jam. We placed in the top 5% out of 413 submissions!
Music and Sounds by me.

Work

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

Path of Exile 2

Work

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 & 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.

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

Xadia Trailer 2 (Netflix Games)

Another trailer for Xadia where I worked with some very talented game industry veterans to ship this game as sound designer.

Last of Us Part 2 redesign

Sound Redesign of a gameplay snippet in Last of Us Part 2

Xadia Trailer (Netflix Games)

Here is an official Netflix trailer release for Xadia, the game I shipped during my time at Wonderstorm as a sound designer.