Professional Summary

Game Audio Designer and Dialogue Editor blending technical implementation expertise with narrative sensibility and executive-level leadership experience. Skilled in Wwise and FMOD integration for Unreal and Unity, building responsive, performance-conscious audio systems that enhance gameplay clarity and storytelling intent.

In addition to hands-on audio production, brings a background in business development and cross-functional leadership—bridging creative teams, engineering, and client stakeholders to align vision, technical execution, and delivery standards. Experienced in guiding projects from concept through implementation while maintaining production efficiency, clear communication, and scalable workflows.

Hamsterball Studios — Dialogue Editor

Los Angeles, CA

  • Dialogue editing and cleanup for interactive and commercial projects

  • Credits include Dimensional Double Shift, Lord of the Rings Online, and additional commercial projects

  • Dialogue assembly, noise reduction, consistency passes, and preparation for implementation and mix

  • Worked within established pipelines and technical specs for game audio and interactive media

Hot Lunch Productions — Head of Business Development & Sound Designer

Los Angeles, CA

  • Sound design and audio editorial support across film, game, and media projects

  • Collaboration with creative teams on audio direction, implementation needs, and delivery standards

  • Led client-facing coordination while remaining hands-on in sound design and dialogue workflows

  • Acted as a bridge between creative production, technical execution, and client expectations

Freelance Dialogue Editor & Sound Designer

Los Angeles, CA

  • Dialogue editing, cleanup, and vocal processing for games, VO, and media

  • Sound design support for interactive and linear content

  • Direct collaboration with directors, producers, and VO talent to deliver clean, production-ready dialogue

Game Development & Personal Projects

https://jmarzee.itch.io/

Hunters ArenaArena Shooter (Personal Project)

  • Designed and implemented core audio systems for a fast-paced arena shooter prototype

  • Integrated weapon, movement, impact, and environmental sounds

  • Focused on responsive audio feedback, clarity in combat, and gameplay readability

  • Audio implemented in Unreal Engine using Blueprint scripting

SmallFireSound Experience Project

  • Experimental interactive sound project with audio as the primary mechanic

  • Explored spatial audio, timing, and player-triggered sound events

  • Used as a sandbox for testing sound implementation workflows and game audio best practices

BWC Visual Technology — Junior Vice President

2016 – Present

  • Production-facing leadership across long-term media and technology projects

  • Oversaw workflows involving audio, video, real-time visualization, and interactive systems

  • Coordinated between creative, technical, and client teams to ensure clear deliverables and technical consistency

  • Developed a strong understanding of large-scale media systems, installation environments, and production constraints

Technical Proficiencies

Audio Editing & Sound Design

  • Dialogue editing, cleanup, and restoration

  • Noise reduction, de-essing, EQ, dynamics, and loudness management

  • SFX creation, layering, editing, and asset preparation

  • Foley-style editing and transient shaping

  • Consistency passes across large dialogue and VO libraries

  • Asset naming, versioning, and delivery for production pipelines

Digital Audio Workstations

  • Pro Tools (primary)

  • Logic Pro

  • REAPER

Creative & Post-Production Tools

  • Adobe Audition

  • Adobe Premiere Pro

  • Adobe Creative Suite workflows for audio/video integration

Game Audio & Implementation

  • Sound implementation in Unreal Engine using Blueprint scripting

  • Unity audio implementation and asset workflows

  • Event-based playback, sound variation systems, and trigger logic

  • Understanding of game audio best practices: memory, performance, and readability

  • Audio-first prototyping for gameplay feedback and responsiveness

  • Wwise/FMOD for Unreal and Unity

Voiceover & Direction

  • VO session support and performance direction

  • Dialogue prep for games and interactive media

  • Editorial decision-making for clarity, pacing, and intent

  • Collaboration with directors, producers, and VO talent

Production, Project Management & Team Communication

(Developed through long-term leadership at BWC Visual Technology)

  • Cross-functional collaboration between creative, technical, and client teams

  • Clear documentation of technical requirements and deliverables

  • Workflow coordination across multi-disciplinary teams

  • Iterative feedback management and revision tracking

  • Asset handoff, version control awareness, and delivery consistency

  • Familiarity with project tracking and collaboration tools (e.g., Asana, Jira, Wrike, Slack, shared documentation platforms)