Evan T. Chen


Audio Direction  ▪  Sound Design

Game Audio Tools
Systems
Technology
Programming
Portfolio

StarCraft II: Nova Covert Ops
Warcraft III: Reforged
StarCraft II: Legacy of the Void
StarCraft II: Heart of the Swarm
Diablo III
e-Sports
User Interface
Home Screen
Field Recording

Experience

Sound Supervisor

Champion and develop company-wide audio discipline initiatives and best-practices.
Creative game audio experience direction, ownership, and execution.
Manage and mentor internal sound teams; hiring and supervising external sound vendors.
Dialog, Foley, and sound effects recording, editing, and design; music editing; game sound mixing.
Implementation with proprietary tools, Maya, and audio middleware Wwise and FMOD.
Audio programming and software engineering tools, pipeline automation, and DSP (Python).
Game technical sound and systems design.
Sound facility acoustics and equipment research and recommendations.
Exploring machine learning methods paired with procedurally-generated techniques for game sound.

Unannounced next-gen project
StarCraft II: Nova Covert Ops
StarCraft II: Legacy of The Void
StarCraft II: Heart Of The Swarm
Diablo III
 (as Senior Sound Designer, GANG Winner: Audio of the Year)
Additional sound contributions for Heroes of the Storm, Overwatch, Warcraft III: Reforged, trailers, eSports, conventions, exhibitions, branding, and cinematics.

Senior Sound Designer

Lead Sound Designer on Starhawk during my tenure using Sony's proprietary SCREAM audio engine.
Remote audio direction of team Sound Designers from Sony’s central sound services group.
Audio contributions for Killzone 3, Twisted Metal, and other projects

Senior Sound Designer

Project aesthetics, scoping, scheduling, and managing team audio artists and contractors.
Implementation and integration using Miles, FMOD, and proprietary audio tools.
Sound effects, foley, and dialogue recording, editing, processing, and mixing.
Music editing, mixing, and integration.
Audio for podcasts, special venue, trailers, and marketing events.

Command & Conquer 4: Tiberium Twilight  (as Sound Design Lead)
Command & Conquer: Red Alert 3 - Uprising
Command & Conquer: Red Alert 3
Command & Conquer 3: Kane's Wrath
 (as Audio Lead)
Command & Conquer 3: Tiberium Wars
The Lord of the Rings: The Battle for Middle-Earth II
The Lord of the Rings: The Battle for Middle-Earth
  (GANG Winner: Best Cinematic/Cut-Scene Audio)

Freelance Sound Editor and Mixer
Head of Post-Production

Developed the inaugural film sound curriculum. Classes on post-production workflow, location sound recording, audio fundamentals and post, including sound editing, ADR, Foley, and mixing, adjunctly with UCLA Extension. Sound for motion picture with Digidesign (Avid) Pro Tools. Facility design consultation and equipment selection.

Assistant Sound Engineer

Assistant for film and television sound recording, editing, and mixing sessions. Studio session audio and video equipment preparation, alignment, and room calibration. Audio laybacks to video and timecode sync sound dailies.

Manufacturing Engineer

Programmed quality control scripts for the Audio Precision System One audio analyzer to automate audio fidelity testing of the Alesis ADAT professional digital multitrack recorders during manufacturing.

Sound Librarian Intern

Quality Control during the development and transfer from analog originals of Lucasfilm's digital sound effects library database application.


Education

New York University

1996

1996

Master of Arts in Music Composition

M.A. in Music Composition

University of California at Berkeley

U.C. Berkeley

1993

1993

Bachelor of Science in Electrical Engineering and Computer Science

Minor in Music

B.S. in
Electrical Engineering and Computer Science

Minor in Music


Presentations

BlizzCon 2018 SoundCraft - Inside the World of Sound Design - Evan Chen
BlizzCon 2018: Inside the World of Sound Design
BlizzCon 2018: 
Inside the World of Sound Design

BlizzCon 2017 SoundCraft - An Interactive Blizzard Sound Demonstration - Evan Chen
BlizzCon 2017: An Interactive Blizzard Sound Demonstration
BlizzCon 2017: 
An Interactive Blizzard Sound Demonstration

BlizzCon 2015 Starcraft 2 - Sounds from the Void
BlizzCon 2015: StarCraft II: Sounds from the Void
BlizzCon 2015: 
StarCraft II: Sounds from the Void

Articles

What I Use for Game Audio Development

Tools of the sound trade.

Read the article

2019

Game Dialog Post-Processing Pipeline Development

Automated processes and DSP in Python.

Read the article

2019

Meet the StarCraft II: Heart of the Swarm  Sound Team

Read the interview

2013
Destructoid.com

Class, Open Your DVDs to ‘Extras’

Read the interview

2002
The Los Angeles Times

Cost-Effective Alternatives to Synchronized Sound Dailies

Options for the independent filmmaker.

Read the article

1999
TV Technology

Timecode Caveats

Synchronizing digital audio and video.

Read the article

1996
Mix Magazine

Affiliations

  • Audio Engineering Society (AES)
  • Motion Picture Sound Editors (MPSE)
  • American Society of Composers, Authors, and Publishers (ASCAP)
  • Game Audio Network Guild (GANG)
  • Motion Picture Editors Guild (IATSE Local 700)
  • Academy of Interactive Arts and Sciences (AIAS)
  • Certified Instructor of Sound Recording Technology by the CA Bureau for Private Postsecondary Education (BPPE)

  • Contact Me

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