Game Audio Professional

Sound that carries the story.

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.

  • 20+Years shipping AAA
  • BAFTANominated contributor
  • UE5 · WwiseFull audio pipelines

Selected credits

Games that still ring in your ears.

A sample of shipped and recent work. Full public history on MobyGames.

2025 Audio Lead · Clean Cuts

Marvel Snap

Client-side audio leadership for live-service card combat — SFX, UI, music integration, and ongoing content.

2024 Audio Lead · Clean Cuts

D&D Beyond

Audio leadership for digital tabletop experiences and ongoing live content.

2023 Audio Lead · Clean Cuts

Asgard’s Wrath II

Immersive VR spatial audio — Meta XR Audio SDK, environments, and high-impact design.

2022 Senior Sound Designer

The Callisto Protocol

Monster vocals with voice modulation, immersive environments, music supervision, editing, and Atmos mixing.

2021 Audio Director · Deck Nine

Life is Strange: True Colors

Full audio leadership on a narrative flagship. BAFTA-nominated (Best Narrative / Performances); BTV Actors Award for Best Female Lead Vocal Performance.

2017 Audio Director · Deck Nine

Life is Strange: Before the Storm

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.”

2012 Audio Director · NockTunes

Twisted Metal (PS3)

Composed music for the game and soundtrack; exclusive iZotope Trash presets for Wwise; iOS music & SFX.

  • PlayStation era (1997–2009): God of War I & II, GT4 / GT5 Prologue, MLB: The Show, NFL GameDay, NBA, PAIN
  • Music from concept to gold master; 5.1 composition/mix; budgets and design docs
  • Lost Boys Interactive (2021–2023): built audio group from 1 to 6; FPS, RPGs, scrollers
  • Celebrity studio sessions, licensed music clearance, and full pipeline ownership

About

Leadership, pipelines, and emotional impact.

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.

Core tools: Reaper · Wwise · UE5 · Unity · FMOD · Pro Tools · Perforce · JIRA · Confluence · Ambisonics / Atmos · field recording · remote collaboration

Audio Leadership

Team building · hiring · mentoring · budgets · vendor management

Technical Direction

UE5 Blueprints · Metasounds · Unity · Wwise · FMOD · cross-platform optimization

Sound Design

SFX · Foley · weapons · environments · creatures · UI · field recording

Music & VO

Adaptive systems · licensed tracks · PCap pipelines · celebrity sessions

Mixing

Ambisonics · Atmos · 5.1 · mix balance · noise reduction · EQ

Studio Direction

Dialogue · bands · voice talent · performance capture workflows

Experience

Where the work happened.

  1. Feb 2023 – Feb 2026

    Audio Lead

    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.

  2. Sep 2021 – Feb 2023

    Audio Director

    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.

  3. Dec 2020 – Sep 2021

    Senior Sound Designer

    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.

  4. Nov 2016 – Oct 2020

    Audio Director

    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.

  5. 2009 – 2016

    Audio Director

    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.

  6. 1997 – 2009

    Music Supervisor & Senior Sound Designer

    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

Recognition across narrative audio and first-party hits.

Before the Storm 2017

Golden Joystick — Best Audio

Nominee · plus NAVGTR Award Winner for Best Song Selection (“Nothing’s Wrong”)

God of War II 2007 · BAFTA

Use of Audio — Nominee

BAFTA Games Awards · also Original Score nominee · Story and Character & Technical Achievement winner

God of War II 2007

Golden Joystick Award

PlayStation Game of the Year

God of War 2005 · AIAS

Game of the Year

Overall Game of the Year · Console Game of the Year (Interactive Achievement Awards)

Original music

Songs written for the world on screen.

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).

  • “Alabaster Daydreams” Original · most played on Spotify
  • “Nothing’s Wrong” Life is Strange: Before the Storm · PissHead · NAVGTR Best Song Selection
  • “Gentlemen, Start Your Weapons” Twisted Metal (PS3) · Original Video Game Soundtrack
  • “PAIN Game (Theme Song)” PAIN · PlayStation
  • “Hell On Wheels” Twisted Metal (PS3) · Original Video Game Soundtrack

Contact

Let’s make great audio together.

Open to Audio Lead / Director roles and select consulting.
Remote-ready · available for on-site collaboration.

Or email directly: chuck@chuckcarr.com