Brandon Chang

Audio Lead / Senior Sound Designer
Deadpool VR

Deadpool VR

Senior Sound Designer Marvel / Meta
Super Strike

Super Strike

Audio Lead Oculus Studios
Super Rumble VR

Super Rumble VR

Audio Lead Oculus Studios
Middle-earth: Shadow of War

Middle-earth: Shadow of War

Senior Sound Designer Monolith / WB Games
Project Ethos

Project Ethos

Senior Sound Designer 31st Union / 2K Games
First Steps

First Steps

Audio Lead Oculus Studios
Meta Horizon

Meta Horizon

Audio Lead Meta
Halo 5: Guardians

Halo 5: Guardians

Sound Designer 343 Industries
Bogo

Bogo

Senior Sound Designer Oculus Studios
Dead & Buried II: Reloaded

Dead & Buried II: Reloaded

Senior Sound Designer Oculus Studios
Venues 2.0 - Horizon

Venues 2.0 - Horizon

Audio Lead Meta
Venues 1.0

Venues 1.0

Senior Sound Designer Meta
SOCOM 4: U.S. Navy SEALs

SOCOM 4: U.S. Navy SEALs

Sound Designer Zipper Interactive / Sony
Unit 13

Unit 13

Sound Designer Zipper Interactive / Sony
MAG

MAG

Sound Designer Zipper Interactive / Sony
Saturday Night Outbreak

Saturday Night Outbreak

Solo Dev Creator Brandon Studios

Demo Reel 2026

The video opens with a sound paintover for Warlock's game trailer. I chose this piece because it had a great balance of abstract visuals which allowed me to do some fun stuff and unique magic visuals to design around.

Next, a set of non-traditional weapon designs. I wanted to showcase a single fire, a beam, and full auto weapons. The first being inspired by telemetry, the beam with some hefty burning sounds and an odd plunger-y automatic weapon.

Super Strike Trailer — Casting director for the 3 VO actors in the trailer, worked with Warner Music Group to source an artist and producer to create an original theme song, as well as designed the SFX. Audio Lead on the game itself.

Super Rumble VR — Audio Lead on the project, fast paced arcade shooter.

First Steps — Designed all SFX in this opening cinematic experience. Music was recorded at Ocean Way Studios, TN. All sounds implemented by me, fully spatialized including music.

Solo Dev Project — Make a game in 4 weeks?!

I gave myself a challenge: build a complete game in 4 weeks, from scratch, on an engine I have never used before, with zero engineering background. Saturday Night Outbreak is the result — a rhythm-action game blending Vampire Survivors, DDR, and Tetris Effect, built entirely solo with AI assistance. I designed and implemented a full MIDI-to-JSON cue pipeline, integrated Wwise end-to-end, and shipped a complete gameplay loop. This project changed how I think about what an audio designer can own.

Want to try it yourself? Download here — Windows only, keyboard and controller supported. No install required, just run the .exe!

Previous Projects

Here is a short compilation of some additional work I've done on older gen console and PC. You will see scenes that go back and forth between the games Shadow of War and Halo 5 Guardians.

Shadow of War — My responsibilities included owning the DLC characters and Nazgul characters' full movesets, which includes melee and ranged attacks, special abilities, and all animations. I also owned a section of the VO scripting logic such as combat barks, cinematics, and beyond.

Halo 5 — Owned the environment design which includes implementing the weapon tails system, all world functional doors, puzzles, interactables, and large scale vignette design. Here you'll get a small peek at some of the near field vs distant vs ship fly by environment sounds as well as some Wwise blend container work on damage scaling interactables.

Audio Lead /
Senior Sound Designer

I'm an Audio Lead and Senior Sound Designer based in the Seattle, WA area with over 15 years of experience in game audio. Most recently, I spent six years at Meta / Oculus Studios, leading audio on several titles and experiences within their AR/VR game portfolio.

I've shipped multiple AAA, VR, and mobile titles across projects of every scale — from leading audio vision and pre-production planning, to voice actor directing, collaborating with internal and external composers, managing and mentoring junior designers, and launch trailer sound design. My toolkit includes industry-standard middleware like Wwise and FMOD, and engines including Unreal, Unity, Havok, Firebird, and Horizon OS.

Sound Design

  • Lead Sound Design and Implementation
  • VO recording, casting, directing
  • Music Supervision, editing, implementation
  • AI Coding to get systems off the ground
  • Prototyping Audio Systems (Weapon tails, VO, environmental verb)

Software & Middleware

  • Wwise, FMOD, Scream
  • Nuendo, Cubase, ProTools, Reaper
  • AI: Claude, Claude Code, Devmate, GPT
  • Jira, ClickUp, Asana
  • Perforce, Git, Mercurial

Engines & Production

  • Unreal, Unity, Havok, Firebird, Godot
  • Project planning, scoping, pre-production
  • Production planning and rescoping
  • Outsourcing audio
  • Composer acquisition and relations