Star Fox (Remake)
Led audio vision and development for client teams — SFX, music, UI, Foley, weapons, and VO.
Game Audio Professional
More than 20 years shipping AAA narrative-driven games. Immersive audio vision, strong team leadership, and high-impact sound design, music, VO, and mix — built for story and gameplay experiences.
Selected credits
A sample of shipped and recent work. Full public history on MobyGames.
Led audio vision and development for client teams — SFX, music, UI, Foley, weapons, and VO.
High-quality SFX, music, UI, Foley, weapons, and VO integration with voice modulation and noise reduction.
Client-side audio leadership for live-service card combat — SFX, UI, music integration, and ongoing content.
Audio leadership for digital tabletop experiences and ongoing live content.
Immersive VR spatial audio — Meta XR Audio SDK, environments, and high-impact design.
Monster vocals with voice modulation, immersive environments, music supervision, editing, and Atmos mixing.
Full audio leadership on a narrative flagship. BAFTA-nominated (Best Narrative / Performances); BTV Actors Award for Best Female Lead Vocal Performance.
Built the audio department and PCap final-VO pipeline. Golden Joystick Best Audio nomination; NAVGTR Award for Best Song Selection. Original songs including “Nothing Wrong” and “Friend.”
Composed music for the game and soundtrack; exclusive iZotope Trash presets for Wwise; iOS music & SFX.
About
Chuck Carr is a Game Audio Lead and Director with more than 20 years shipping AAA narrative-driven titles. His work spans immersive audio vision, team leadership, sound design, adaptive music, voice, and mix — shaped for story and gameplay clarity across platforms.
He delivers full audio pipelines in Unreal Engine 5 (Blueprints, Metasounds) and Unity, with middleware including Wwise and FMOD. Both engines figure in his shipped work. He mentors teams; manages external partners, composers, and voice talent; and aligns schedules, budgets, and cross-discipline collaboration on story-rich projects.
At Deck Nine he built the audio department from the ground up — including onsite suites and a vocal studio — and designed an innovative PCap floor recording system that served as final VO (real-time dynamics, noise reduction, EQ, limiting — no temp VO needed). That work contributed to BAFTA, Golden Joystick, and NAVGTR recognition.
Team building · hiring · mentoring · budgets · vendor management
UE5 Blueprints · Metasounds · Unity · Wwise · FMOD · cross-platform optimization
SFX · Foley · weapons · environments · creatures · UI · field recording
Adaptive systems · licensed tracks · PCap pipelines · celebrity sessions
Ambisonics · Atmos · 5.1 · mix balance · noise reduction · EQ
Dialogue · bands · voice talent · performance capture workflows
Experience
Clean Cuts Interactive · Remote
Star Fox (Remake), The Outer Worlds 2, Asgard’s Wrath II, Marvel Snap, D&D Beyond. Led audio vision for client teams; mentored personnel; delivered in UE5, FMOD, Wwise, Meta XR Audio SDK, Blueprints, and Metasounds.
Lost Boys Interactive · Remote
Built the audio group from 1 to 6 members for first-person shooters, RPGs, and scrollers. Designed Atmos spaces for remote teams; oversaw weapons, environments, VO, vehicles, music, UI, and Foley via UE4 Blueprint scripting, Wwise, and Reaper.
Striking Distance Studios · The Callisto Protocol (2022)
Monster vocals with voice modulation, immersive environments, music supervision/editing/implementation, UE + Wwise Blueprint scripting, and Atmos suite mixing.
Deck Nine Games · Life is Strange: Before the Storm & True Colors
Created the audio department from the ground up (onsite suites + vocal studio). Innovative PCap floor recording as final VO. Full pipeline ownership: dialogue, music composition/procurement, SFX, licensed music, UE4 Blueprints. Hiring, performance reviews, and recruitment for narrative audio excellence. Directed the soundtrack for both games — a defining part of the Life is Strange world — working with Daughter on Before the Storm and Angus & Julia Stone on True Colors.
NockTunes · Twisted Metal (PS3)
Composed music for Twisted Metal and the soundtrack; created exclusive iZotope Trash presets for Wwise; delivered music and SFX for iOS titles.
PlayStation · Sony Computer Entertainment America
Twelve years at SCEA spanning senior sound design through music supervision on multiple AAA projects — including God of War (2005) and God of War II (2007), Gran Turismo 4 and Gran Turismo 5: Prologue, multi-year MLB: The Show and NFL GameDay releases, NBA 09: The Inside, Tourist Trophy, and more. Built advanced SFX, ambient soundscapes, creature sounds, Foley, and field recording; directed dialogue sessions from audition through edit and implementation. As Music Supervisor, owned music from concept to gold master — budgets, design docs, licensed artists, composition, and 5.1 mixing for UI, in-game, marketing, and PR. Managed direct reports and contractors; partnered with tools and audio programmers on proprietary implementation pipelines.
Awards & nominations
Winner · 21st Annual Game Audio Network Guild Awards
Best Narrative · Performances in Leading Roles · BTV Actors Award for Best Female Lead Vocal Performance
Nominee · plus NAVGTR Award Winner for Best Song Selection (“Nothing’s Wrong”)
Also Best Original Vocal Song – Choral (“Main Titles”) · 6th Annual G.A.N.G. Awards
BAFTA Games Awards · also Original Score nominee · Story and Character & Technical Achievement winner
PlayStation Game of the Year
Also Music of the Year · Sound Design of the Year · Best Cinematic Audio · Best Dialogue (4th Annual G.A.N.G. Awards)
Overall Game of the Year · Console Game of the Year (Interactive Achievement Awards)
Original music
Composition and music direction across Twisted Metal, Life is Strange, and more. Directed soundtracks for PAIN, Before the Storm (Daughter), and True Colors (Angus & Julia Stone).
Contact
Open to Audio Lead / Director roles and select consulting.
Remote-ready · available for on-site collaboration.