LEGO x Fortnite

Consulted for Technical Audio Team on Best Practices

Designed Music Manager Framework and Architecture to Schedule Music and Aggregate Gameplay Data

Designed and Scoped Roadmap for Music MetaSound Design

The Matrix Awakens|City Sample

Lead Team of Technical Sound Designers

Designed Spatial Spawning Filter for Ambient Sound System Driven by Houdini Metadata

Procedurally Generated Thousands of Unique Vehicle Sounds

Wrote a Dynamic Reverb System based on Houdini Metadata

Project: Chaos

Developed High-Density Collision Sound Management System

Weapon and Destruction Sound Design

Collaborated with External Contractors Implementing All Sound Content

Implemented Mix for Live Theater Performance

Project: Lyra

Established a Scalable Best Practice Approach to Unreal Audio

Developed a Contextual Sound and VFX Library System

Wrote a User Mix and FX Manager With Preset Support

Implemented a Reverb System

Wrote the Vector Calculations for Bullet WhizBys

Lumen in the Land of Nanite

Wrote a Dynamic Filter Source Effect
Developed a Rapid Ambient Sound Design System
Created a Custom Dynamic Reverb Management System
Created a Live Mix System Driven by a MIDI Control Surface
Implemented Sound and Music

Valley of the Ancient

Consulted on and Worked within Early Stages of MetaSound Development
Implemented a Mix Management System
Wrote First Version of the Soundscape Plugin
Worked with Outsource Team on Short Deadlines and Implemented most Sound and Music

Electric Dreams

Developed a Simulation of an EV Motor with MetaSounds Using Additive Synthesis
Created a Live Mix Manager with Control Surface Support for Use in Live Presentation
Implemented Reverb and Main Mix

Dan Reynolds

Technical Audio Designer|Composer|Synthesist

  • Experience with Traditional Studio Workflows
    • Console Routing, Patchbays, DACs, Hardware FX, MIDI, Microphones, Gain Staging, Field Recording, etc.
    • Modular Synthesis and Hardware Sound Design
  • Advanced Expertise in Unreal Audio
  • Familiarity with other Audio Engines
    • Unity, WWISE, FMOD, etc.
  • Experience with Programming and Scripting Languages
    • C++, C#, JavaScript, Blueprints, Verse
  • Experience with DSP/Patch Graphs
    • MetaSounds, Reaktor, etc.
  • Almost 2 Decades of Experience in Game Audio (from Indie to AAA)
  • Experience Leading and Working with Outsource Teams
Dan Reynolds is a Composer, Synthesist, Technical Designer, and an award winning Music Producer who has been working on Game Audio experiences since 2005.
In 2008, Dan had his first break into AAA games providing MIDI choir programming for Richard Jacques. In 2009 he would be called upon to do the same work for Mick Gordon on Marvel Superhero Squad. In 2010 he would team up with Jeff Ball and Andrew Aversa to provide Music Arranging and Production services for Wilbert Roget and Jesse Harlin on LucasArts' Monkey Island 2: LeChuck's Revenge: Special Edition which would later win a GANG Audio Award for best Mobile Audio. He also provided choir contracting services to Sam Hulick on Tripwire Interactive's Red Orchestra 2: Heroes of Stalingrad and Dialog Editing services for Ark System Works' Guilty Gear Xrd -SIGN-.
In addition to freelancing for over a decade, Dan also taught at a recording arts school in Los Angeles for 5 years where he authored approxamently 1/3 of the school's Game Audio and Music Production curriculum including General Education courses, all which repeatedly received 5 star ratings from their accrediting institution. He also briefly directed the schools transition to providing a hybrid-online program (both synchronous and asynchronous).
Since 2016, Dan has worked at Epic Games where for 6 years he served Aaron McLeran and his Audio Engine Programming team consulting on, prototyping, and testing features during the development of the new Unreal Audio Engine. During that time, Dan also worked with Epic Games' Special Projects Team responsible for demonstrating the latest cutting edge features of Unreal Engine. In addition to working with Special Projects, Dan has developed/programmed several Audio Gameplay systems; the first of which was released as a UPlugin for all Unreal Engine licensees as Soundscape.
In 2020, Dan and several Game Audio Colleagues founded the Game Audio Diversity Alliance, a nonprofit charity dedicated toward building a more inclusive and diverse game audio industry; by creating career advancement opportunities for underrepresented voices through education, mentoring, networking, and financial support.
Dan currently works at Epic Games as a Senior Technical Audio Designer working on upcoming game initiatives. He resides in the Pacific Northwest where he spends his free time drawing, painting, writing, studying traditional animation, and playing with his synthesizers.