Contact
Email: j[email protected]
Based: Seattle
About Me
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🎙️ Summary
Skilled audio professional with a passion for team leadership and a hunger for growth and exploration. Demonstrated success managing AAA project teams, directing technical audio systems buildouts, leading field recording operations, and delivering lauded audio content on a live-ops schedule.
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Download Resume:
JesseRope_Resume_SoundDesign_24Aug.pdf
Elsewhere:
https://www.linkedin.com/in/jesserope/
https://www.youtube.com/@beacomedian?app=desktop
https://instagram.com/beacomedian
Posts
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Work Experience
Sound Designer @ Freelance
Apr24—Present
- Arkheron — Bonfire Studios - Irvine, CA
- Deadlock — Valve Corporation - Bellevue, WA
- Ryft — Voice Adventures - Remote
Audio Lead: Marathon @ Bungie
Oct20–Oct23 - Bellevue, WA
- Audio Tech Foundations: Compiled and evangelized an Audio Tech Roadmap based on comprehensive industry research, resulting in middleware updates, acoustic systems for propagation and run-time reflections, and 3D/Spatial output. Worked closely with tools engineers to deliver major improvements to UI and world editor workflows. Stood up and owned the Wwise project. Established loudness standards and mix bus structure driven by sound class rules. Set up ambisonic reverbs and tuned custom spatialization effects. Built a new distance model compatible with propagation and reverb updates. Prototyped synthesized voice solutions for scratch dialog.
- Content Foundations: Built the pilot content systems for Player Character SFX and Voice, Dynamic Ambience and Weather, World Objects, Activities, Physics, and Impulse Responses. Led pre-vis and concepting exercises to build a Marathon sonic identity. Led team in field recording and source jams to build a Marathon sound library. Built content templates and import accelerations. Wrote and compiled Audio Design Briefs and systems explainers in a documentation space.
- Dev Team Support: Maintained near-full audio functionality in the build from a very early stage to support prototypes and competitive playtesting. Provided Audio’s perspective in discussions guiding Design towards opportunities to actively incorporate Audio in their toolkit.
- Project Management: Represented Audio in Leads and Directors meetings**.** Lobbied Project Production to develop a rational roadmap and workbacks. Maintained Audio’s Jira backlog, broke down and distributed work to the team. Led Audio’s quarterly and sprintly planning rituals.
- Audio Team Development: First audio representative on the project. Led hiring of 6 additional members over 3 years. Fostered team culture of growth and open sharing. Maintained shared audio facilities.
Sound Designer: Destiny 1, Destiny2 @ Bungie
Staff Sound Designer
Senior Sound Designer
Sound Designer
Contract Sound Designer
Nov19-Oct20
Sept16-Nov19
Aug14-Sept16
Nov13– Aug14
Beyond Light
Destiny 2, Forsaken, Shadowkeep
The Taken King, Rise of Iron
Destiny
- Player Sandbox Area Lead: Player Ability Kits, Player Weapons, UI. Established Destiny’s key sandbox designs. Collaborated directly with peer discipline ICs and Design Leads on new features. Managed junior designers and external outsourcing. Balanced overlapping development phases of a live project.
- Technical Mixer, Wwise Project Shepherd: Developed mix systems and monitored audio engine performance. Maintained base sandbox and PvP mixes. Oversaw significant Wwise organization changes and feature updates. Evangelized implementation best practices.
- Field Recordist, Librarian: Initiated and led all major Bungie recording sessions. Contributed more content to Bungie sound library than all other designers combined. Cultivated lasting culture of team-wide source jams. Maintained sound library organization and metadata.
- Audio Team Leader: Improved production practices and inter-discipline communication. Established team documentation and onboarding space. Mentored new hires and nurtured a culture of skill sharing and ongoing learning.
- Linear Editing: Surround design for cinematics. **
Contract Sound Designer @ Microsoft Game Studios
Feb12– Nov13 - Redmond, WA
- Sound design and field recording for Weapons, Creatures, Ambiences, UI, Character Foley, World Objects. VO editing and processing. Linear trailer and cutscene editorial.
- In-game content for Halo 4, Fable: The Journey, Killer Instinct, Kinect Star Wars, and others.
- Linear content for: Forza 4, State of Decay, Ryse: Son of Rome, Gears of War 3, and others
Sound Designer and Audio Engineer @ Freelance
Aug09– Dec10 - Seattle, WA
Aug07– Aug09 - Portland, OR
- Sound design in Seattle and Portland theaters focusing on seamless soundscapes, multi-channel installations, and live synchronization. Stagehand at The Moore and Meany Hall.
Software & Skills
✧ Reaper | Pro Tools
✧ Wwise
✧ Soundminer | Basehead
✧ Sound Particles
✧ Jira | TFS
✧ Confluence | Notion
✧ Qlab | Show Control
✧ Sound Design
✧ Field Recording
✧ Ambisonics
✧ Spatial Content
✧ Sound Librarian
✧ Workflow Development
✧ High-Volume Pipelines
✧ Session Logistics
✧ Production Rituals
✧ Stage Management
✧ International Travel
✧ Backcountry Skills
✧ Gluten-Free Baking
Education
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2011
Vancouver Film School
Diploma: Sound Design

2005 - 2009
Lewis & Clark College
BA: Theatre, Directing & Performance
Selections from 5 years of subclasses
Selections from 5 years of subclasses