Jake Kargl

Audio Designer

Audio that strengthens story, gameplay, and atmosphere.

I create immersive sound experiences for games and other media.

Available now · Remote worldwide · Open to relocation for the right team

Let's Collaborate

Featured Reels

Check out my demo reels:

Featured Credits

Professional work across games and other media.

Selected Work

Sound built for interaction.

Filter by discipline, then open any project to watch.

Sound Design

Weapon Sound Design Sample

This short sample has clips from Destiny 2 and BioShock. Not only were the weapon sounds fun to design, I had a blast creating ambiences and voices. The Big Daddy voice is a heavily altered pig squeal, and I even used my own voice for the announcer in the Destiny 2 clip!

Dialogue

Game Jam VO: From Casting to Implementation

I was the dialogue coordinator and sound designer for a point and click adventure game. In this video I go over the casting process, dialogue editing, and audio implementation of Voice clips in Wwise.

Dialogue

Creating Alien Voices With iZotope’s VocalSynth 2

I was in charge of the voice design for my team in the Airwiggles Sound Design Showdown. We were given “Alien Marketplace” as a prompt. I voiced each character, edited the recordings in iZotope RX, then used Little Alter Boy and VocalSynth2 to craft the voices.

Dialogue

Creating A Simple Alien Voice

This is a quick demonstration of how I created an alien voice using Freak by Native Instruments. I also did a few other DSP steps in Reaper like changing the rate, pitch, and reversing each item on the timeline.

Technical Audio

Wwise + Unreal Engine: Dynamic Dialogue Demo

In this video, I share the implementation process for a simple dialogue system using Wwise 2022.1 and Unreal Engine 4.27.2. I explore how to create a dialogue tree in Wwise using a sequence container with nested switch containers, along with how I integrated it using Unreal Blueprints.

Technical Audio

Wwise + Unreal Engine: Fire Spell Design and Implementation

This video demonstrates the design and implementation process for a specific sound effect with Wwise and Unreal Engine. The goal was to show the whole process from start to finish while keeping it short and easy to understand.

Technical Audio

Designing a Simple Interactive Audio/Music System in FMOD

This is a peek at an FMOD project for an unreleased mobile game. This video discusses various interactive elements, such as transition regions, destination markers, loop regions, parameters, and nested events. Music implementation starts at 2:37.

Music

Wwise – Music Design Showcase

This is small showcase demonstrates different interactive music elements in Wwise, including branching music with switch and playlist containers, RTPC sidechaining, transitions, layered music (slew rates with RTPCs), triggers and stingers, soundcaster session, event actions, and custom cues.

Sound Design

Sound Redesign – Forza Motorsport Announcement Trailer

This is a sound redesign of the announcement trailer for Forza Motorsport by Turn 10 Studios. I created every sound in this trailer over the course of 3 days, using various audio libraries to make the trailer come alive.

Sound Design

Sound Design Reel for Film

This short reel has clips from various sci-fi films. This was originally a sound design test that I completed in about a week or so, combining my own foley recordings with sounds from audio libraries. The YouTube description describes how I specifically approached each clip.

About Me

I am an audio designer focused on creating sound that serves both narrative and gameplay.

As a child, before I knew anything about game development, I said that I wanted to work at a game studio. I loved the stories, environments, art, and sounds in my early gaming experiences as a player. That passion for games combined with my love of audio eventually led me to becoming a professional in game audio.

While attending a master’s program for film music, I studied game audio from Akash Thakkar and was enthralled by the creative possibilities of game audio. I found a new love for sound design, dialogue design, and audio implementation.

As a freelancer, I’ve worked on the dialogue for High on Life, helped Bungie record audio for motion and performance capture sessions, designed audio for smaller game projects, and contributed to interactive audiobooks released by Novel Effect.

Tools & Workflows

Pro Tools · Reaper · iZotope RX · Wwise · FMOD Studio · Unreal Engine · Unity · Git · Perforce · Dialogue Editing · Field Recording · Interactive Audio Systems

Let's Collaborate

Need help shaping the audio vision for your project?

I am available for freelance, contract, and full-time opportunities. I work remotely and am open to relocation for the right studio or project.

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