Max Meisel
Sound Designer
SHIPPED/Completed:
Diablo 2: Resurrected
After shipping THPS 1 & 2 I joined the Diablo 2: Resurrected team and was given the opportunity to own two systems: Hero armor foley and combat gore! I was also able to help contribute to a lot of other areas including UI SFX, VO Processing, and Necromancer skills.
​
Release - September 23trd, 2021
Role - Sound Designer (UI SFX, Armor Foley, Combat Gore, VO Localization Processing)
Time Period - 10/2019 - 06/2021
Tony Hawk's Pro Skater 1 + 2
After working on Destiny, I was asked to rejoin VV as a sound designer to work on Tony Hawk's Pro Skater 1 + 2. I worked on several different areas of sound design for the project including level ambience (Mall, Skate Heaven, Philadelphia, Hangar, and Skate Street), Dynamic objects, In game events (Hangar chopper take off, Philly fence destruction, School 1 Skylight, and many more), UI SFX implementation, DSP design/implementation, and Wwise Reflect design/mixing.
​
Release - September 4th, 2020
Roles - Sound Designer (Ambience, Dynamic Objects, In Game Events, SFX Implementation, DSP)
Time Period - 10/2019 - Present
DESTINY 2: warmind
Destiny 2: The Black Armory
I joined the Vicarious Visions (VV) QA team in January of 2018 to work on Destiny 2 content they were producing as part of their partnership with Bungie. My first project with VV was the Warmind expansion where I served as an Audio and World Art tester. After Warmind shipped I was tapped as the VV Activities QA Lead for The Black Armory where I oversaw and spearheaded the testing efforts on 3-person matchmade Lost Forges activities. In addition to my main role, I also supported the VV Audio team in a variety of ways including video capture, dev support, and foley recording performance.
​
Warmind Release - May 8th, 2018 | The Black Armory Release - December 4th, 2018
Warmind Roles - QA (Audio, World Art) | Black Armory Roles - Activities QA Lead, Audio Support
Time Period - 01/2018 - 12/2018
DEADHOLD
I worked on Deadhold as the Sound Designer. I was brought onto the project by one of the co-founders of the project, who I worked with at IPKeys Technologies. Deadhold was my first foray into the world of online collaborative development and has quickly become a passion project of mine.
Deadhold is a Squad based Action RTS where players command armies for battlefield supremacy. No resource collection, no base building, just players hacking their enemies’ limb from limb watching body parts fly as they reign down explosive fire on anyone who stands in their way. Our game features a dark fantasy Viking inspired setting with different races and abilities. A stoic Norse empire, exploding sappers, enraged Frost Giants and a horde of mutated horrors! Combat is easy to play and hard to master, with deep customization of abilities giving rise to countless strategies. Players must use their wits and environmental advantage to gain the upper hand in battle.
[Taken from the Deadhold website here]
Cancelled
Early Access Release - August 25th, 2017
Roles - Sound Designer/Implementer
Secondary Role - QA
Time Period - 04/2016 - 12/2017
i-GAME 2.0
The Improvised Explosive Device (IED) Gaming and Modeling Environment (I-GAME) has been developed by IPKeys Technologies for the Joint Improvised-threat Defeat Agency (JIDA) with NAVAIR as an immersive tool intended to supplement Counter-IED training. The software was created as a time-saving, interactive virtual simulation for dismounted patrol operations to augment pre-deployment training using Counter-IED equipment and proper Techniques, Tactics, and Procedures (TTP) It is multiplayer capable to support Platoon (and below) collective training with live Instructor participation or observation. An Instructor can review unit’s performance during and after operations.
[Taken from the IPKeys website, more information can be found here]
Completed: January 2016
Primary Roles: Sound Design and Implementation (Via UE4 Blueprint)
Secondary Roles: Build Server Co-Manager, QA Testing
Time Period: 06/2015 - 01/2016