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TRAVIS NAAS

WWW.TRAVISNAAS.COM

Summary

  • 20 Years Professional Creative Experience
  • 8+ Years Senior Creative Management / Leadership at Major Games Studios
  • Extensive Internal Creative Leadership, Director/Management Experience on some of the largest Games Franchises of all time (Fortnite, Valorant, Call of Duty, etc).

Work Experience

Head of Audio, Audio Director
META / OCULUS GAME STUDIOS
PALO ALTO, CA
2021 – CURRENT
  • Head of Audio, Meta Reality Labs
  • Audio Director, Ready at Dawn
  • Oculus Studios Central Audio Director
  • LONE ECHO 2
    • Directed / Managed Audio content creation pipeline and creative quality bar.
    • AIAS DICE Immersive Reality GOTY 2021 ECHO VR
    • Directed Audio content for Echo VR, one of the largest live services games in VR.
    Select Projects / Games
    Batman: Arkham Shadow, Deadpool VR, Lone Echo 2, Echo VR, Beatsaber, SuperStrike
    AUDIO DIRECTOR
    EPIC GAMES
    CARY, NC
    2019 – 2021
    FORTNITE BATTLE ROYALE
    • Recorded/Designed new and revamped Guns/Weapons SFX for Fortnite.
    • Designed many abilities/emotes/skins/weapons for Fortnite BR.
    • Directed and Designed multiple animation shorts for Fortnite
    UNREAL ENGINE - SPECIAL PROJECTS
    • Directed/Managed a multitude of overlapping Epic Audio initiatives across global studios in a wide array of mediums (VR, AR, Industrial, Video Game, Linear, Virtual Production, etc).
    • Set/Maintained quality standards for showcase assets and implementation techniques in UE4/5
    • Audio Directed UE5 reveal event project: "Nanite in the World of Lumen".
    • Developed audio solutions for Epic Games unique problem set during a period of hyper-expansion.
    PRINCIPAL AUDIO DESIGNER
    RIOT GAMES
    SANTA MONICA, CA
    2016 – 2019
    VALORANT
    • Principal Sound Designer on "Valorant", Riots Hyper-Competitive Tactical FPS.
    • Developed foundational IP for Riot Games first new IP since League of Legends.
    • Designed and developed a comprehensive set of audio sub-systems that empowered designers to produce interactive audio content faster and to a higher quality bar.
    R&D TEAM
    • Principal Sound Designer working in Riot's Internal Research and Development Division. Defining Next-Gen audio content and systems for high end gaming experiences serving over 100 million players worldwide.
    • Produced and administered advanced implementation courses for team members.
    MULTIPLAYER AUDIO LEAD
    SLEDGEHAMMER GAMES
    FOSTER CITY, CA
    2009 – 2016
  • Project Multiplayer Audio Lead: Responsible for completion of all major audio multiplayer milestones and deliverables. Directed sound designers and engineers to bring Call of Duty's multiplayer audio experience to Next-Gen. Wrote VO lines for the majority of the AW multiplayer experience.
  • Weapon Audio Designer: Executed a complete redesign of Call of Duty's core weapon audio experience. Owned the entire pipeline from planning and executing field recording sessions, to final asset implementation.
  • Designed and implemented runtime audio subsystems using a proprietary C based scripting language.
  • Trained and mentored junior and non-technical team members.
  • Frequent contributor to gameplay design. Designed / Prototyped multiple weapons and tactical items that made it to the shipping game, including the NA-45 sniper rifle and Mute Device.