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Toby Hulse is an audio director and sound designer with over a decade of experience on AAA video games, mobile video games, feature films, TV shows and commercials, and nearly two decades in music composition, performance and recording.

 

Deep experience with numerous video game engines (Unity, Frostbite2 and Unreal) and middleware tools (Wwise, Fabric and FMOD) and passionate about creating a cohesive end-to-end audio experience.

 

A strong musical background gives Toby a fresh perspective on audio design, building soundtracks focused on emotion, mood, dynamics and space while seamlessly weaving together both music and sound design.

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RESUME / CV (Click Here)

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CONTACT

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toby@tobyhulse.com

+1 604.318.4674

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EXPERIENCE

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2023-2024

Counterplay Games

Audio Director

Creating the audio vision and executing it through alpha and beta production for a new AAA IP,

narrative-driven, action, shooter, rogue-like.

Audio tech pipeline and design: Worked with Wwise and Unreal and helped design and implement

the audio tech needs from guns, ambience / weather, anim tagging, impacts and footstep switching,

doppler and whiz by tech, music and mix triggering system.

Recruiting and audio team building. Audio team management and tasking.

Sound design and implementation (guns, enemies, abilities, ambience)

Music direction and music system design: designed, directed and integrated a deep multi-layered

music system the evolves and reacts to the gameplay with minimal repetition.

Dialogue system design and implementation. Designed the dialogue system and needs for our play

by play game VO. Mastered and integrated the content into Wwise and the dialogue tool in Unreal.

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2021-2022

Phoenix Labs

Audio Director

Audio Vision and Direction, Sound Design, Technical Sound Design and Musician for Nintendo’s upcoming farming sim game, Fae Farm. Worked closely with a small dev team to create and execute the audio vision. Designed and implemented all SFX. Designed the audio pipeline and music system. Worked closely with composer Cris Velasko to create an orchestral soundtrack and performed acoustic guitar, mandolin and lute.

Audio Vision and Direction, Sound Design, Technical Sound Design for an unannounced PVP shooter from incubation to pre-production. Worked closely with the team to create and prove out the audio vision. Created a fully flushed out auditory experience for the first vertical slice.
Engines and middleware tools used: Unreal 4 and 5, Wwise.​

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2020-2022
Disney Mirrorverse - Kabam (contract)

Audio Direction, Lead Sound Design, Audio Tech Pipeline Design

Helped define the audio vision. Built and mentored the audio team to produce audio for 70+ characters, 6 environments and a deep UI experience. Audio implementation pipeline design using Fabric and Unity. Mixed and mastered the game for commercial release on iOS and Android.

 

2019-2022
Minecraft Legends - Blackbird Interactive (contract)

Audio Vision and Direction, Sound Design, Cinematics Audio Lead

Created the audio vision and pitch to win the contract for Lionshead Ent. Performed sound design for various areas of the game including boss characters and the ambience system. Audio Lead, Sound Design and Mix for over 30 in game cinematics in 5.1 surround. Designed and organized tracking and delivery systems and delegated and mentored sound design collaborators to ensure the vision and quality bar were met.

 

2019

Gears of War 5 - Microsoft /The Coalition (contract)

Music Implementation / Cinematics Localization and Mixing

Designed and implemented the music system using Unreal and Wwise. Mixed and mastered gameplay music. Cinematics localization and mixing for 52 scenes in 8 languages. Output in Dolby Atmos and 7.1 surround.​

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2012-2018

Disney Games & Interactive Experiences

Audio Director / Senior Sound Designer / Music Composer

Audio Director from pre-production to release for mobile / desktop MMO, Club Penguin Island.

Audio Lead, Star Wars, Choose Your Destiny, Han & Chewie audiobook for Amazon Alexa

Audio Director, Star Wars Lego FPS (in prototype)

Audio Director, Wildlands (in prototype)

Audio Lead, Disney Jr. Appisodes

Audio Lead, Disney Interactive Internal Marketing

Audio Lead, Puffle Wild, Sled Racer, Sound Studio and other smaller mobile game apps.

Audio direction, design and rebranding the audio vision for online based MMO and mobile port of Club Penguin Classic.

Engines and middleware tools used: Unity, Wwise, Fabric.

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2011-2012
United Front Games - Sleeping Dogs

Cinematics Audio Designer / Editor / Mixer

Created film quality 5.1 surround audio for 180 cinematic scenes totalling over two hours of footage. Tasks included dialogue editing and recording, foley editing and recording, SFX design and editing, ambiance editing, music selection and editing, 5.1 mixing and in-game implementation using Wwise. Also worked on many in-game assets including world ambiance, collisions, foley and various fighting SFX to ensure continuity between cinematics and gameplay.

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2011

Electronic Arts - Need For Speed: The Run

Audio Artist
Designed and implemented all audio for the collision system including vehicle collisions all collidable objects. Specific sound design for various interactive moments including explosions, destruction debris and SFX emitters. Audio for moving props within the world including trains, helicopters, various airplanes. All in-game ambiance from city to forest to car garages.

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2010-2011
United Front Games - True Crime: Hong Kong

Sound Designer

Designed and implemented the ambience system. Recreating the island of Hong Kong, there were plenty of environments to cover: the chaos of a busy night market, tropical jungles in the hills surrounding the city, busy dockyards, miles of the waterfront areas or inside a night club or restaurant. Other tasks included fighting SFX, impact sounds and foley as well as working on the user interface and mini-game audio. All implementation with Wwise.

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2009-2010

United Front Games - Modnation Racers

Sound Designer
User Interface audio design. The game allows for limitless customization therefore the menu system is enormous. Also designed the player / CPU driver voices which entailed recording (in some cases my own voice), editing, processing and implementation. All implementation with Wwise.

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EDUCATION

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2008

Diploma in Sound Design for Visual Media

Vancouver Film School, Vancouver, BC
Graduated with Honours. Scholarship winner.
Intense one year program focused on post production for film, TV and video games. Editor for dialogue, sound effects, foley, special effects, and background ambiences. Mixed numerous projects in varying formats from Stereo, LtRt, LCRS and specialized in 5.1 Surround mixing.

AWARDS

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Disney Mirrorverse
Game Audio Network Guild (G.A.N.G.)

Award Finalist – Best Audio for a Casual/Social Game

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Gears of War 5
MPSE Nominee – Outstanding Achievement in Sound Editing

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Star Wars: Choose Your Destiny
Top 10 Alexa Skills 2019

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Club Penguin Island

Game Audio Network Guild (G.A.N.G.) Award Finalist – Best Music in a Casual / Social Game

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Sleeping Dogs

IGN Winner – Best PS3 Sound

 

Need For Speed: The Run

MPSE Winner – Best Sound Editing: Computer Interactive Entertainment

AIAS Nomination – Outstanding Achievement in Sound Design

Canadian Videogame Awards Nomination – Best Audio

 

Waves: Sound Design Competition

Winner (chosen out of over 300 international entries)

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John Lennon Songwriting Contest

Grand Prize Winner - Rock Category

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TECHNICAL KNOWLEDGE & TOOLS

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Avid Pro Tools

Reaper

Steinberg Nuendo

Steinberg Cubase

Steinberg Wavelab

Sony Sound Forge

Garageband

Unity

Unreal

Frostbite 2

Wwise

FMOD

Fabric

Perforce

Plastic SCM

GitHub

Adobe Flash

Adobe Premiere

Mastering for all mediums

Surround Sound Editing / Mixing
Field Recording

Live Sound

Guitar

Voice

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COMPETENCIES

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Management
Leadership
Teamwork
Problem Solving Mathematics Troubleshooting
Detail Oriented
Critical Thinking
Strong Negotiation Skills Verbal Communication Written Communication

Strong Presentation Skills

Brainstorming

Organization

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CITIZENSHIP

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Canadian

British

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