I’m Scott Colburn, an Audio Wizard with a diverse professional background in Sound Design for VR, Games and Film. I also have production experience in Music, Voice Over, Broadcast, Modern Dance and Sound Art Installations. I am always striving for excellent audio experiences and am looking to become part of an awesome creative team that would like to push the envelope.


• Extensive recording, editing and mixing proficiency with large multi-track and multi-asset projects for VR/AR, games, music, and film utilizing Pro Tools, Nuendo and Audition.
• Video editing experience with Premiere and Final Cut.
• Experience in spatial audio for HoloLens, Vive and Rift using Microsoft HRTF, Phonon, and Oculus SDK.
• Wwise middleware experience with implementation in Unity and Unreal.
• Excellent knowledge of acoustics, psychoacoustics, mic placement and preferred best practices.
• Proficient with plug ins, control surfaces, converters, clocks, patch-bay’s, and outboard equipment including pre-amps, compressors, equalizers and other standard recording studio hardware.
• Able to envision big picture audio concepts, produce an audio design document and lead by doing.
• Up-to-date knowledge of audio industry trends, including AGILE/SCRUM principles.
• Collaboration with cross-discipline teams both virtual and physical using Visual Studio, TFS, Skype, Teams, GitHub, Source Tree, Bitbucket, Google Drive, Google Hangouts and Slack.
• Proven ability to learn new hardware/software effectively as projects and teams develop with meticulous attention to detail.
• Excellent problem-solving skills in extremely fast paced environments.
• Experience in research and documentation for software products.



September 2018 to present

Facebook Reality Labs (Oculus)

Building a NDA protected UX audio comparison app in Unity.
Installed and troubleshooted several AVB multichannel speaker arrays for ambisonic playback
Built a portable Ambisonic/360 video capture rig.
Co-author of a patent on an NDA protected AR application.

July 2016 to May 2018
Microsoft Redmond WA
2016 – Actiongram is an app developed for HoloLens. This shipped title allows the user to place holograms in their real world and then interact with the animations to create video that can be uploaded to social media. This team produced hundreds of assets on a compressed schedule. These assets required complete sound design creation for voice, foley, SFX and music. My biggest contributions were complete redesign of the UI sounds, implementation/ optimization in Unity using MS HRTF for spatialization and creating an asset sheet for all audio elements.

2017 – Canterbury is an NDA protected social app for Microsoft Mixed Reality. The audio was implemented in Unity with Wwise and Windows Sonic. The app included UI sounds, networked voice communication, avatar voice foley, voice manipulation, realistic ambient design and SFX. My responsibilities included concepting, research, sound design, implementation, testing and documentation (both asset sheet and audio design document).

2018 – Milwaukee is an NDA protected app for the Mixed Reality in the Modern Workplace initiative. My focus was neuro-science research into how we learn for our white paper, in addition to creating several prototypes to support the audio design document I authored.

2018 – Monterrey is an NDA protected app for HoloLens, HMD’s, tablets and phones. My focus was competitor research, audio design research, design documents and prototype specs.

January 2016
Endeavor One Seattle WA
Jump! is a game that was released on HTC Vive and Oculus Rift/Gear. I designed UI and realistic city and wind ambiences. Implementation was done in Unity.

December 2015 to April 2016
Chronos VR Seattle WA
Astroderps is a puzzle game developed for the HTC Vive. The sound design was implemented in the Unreal engine utilizing Phonon as the spatial audio processor. The design included binaural music, quadraphonic ambiences, randomized foley, SFX and voice over. Currently on Steam.

November 2014 to July 2016
Dragon Foundry Seattle WA
Nova Blitz is a real time card trading game. It was my responsibility to conceptualize, demonstrate and implement a complete sound experience in Unity. I contributed to a unique experience by designing an audio UX replete with UI, animation, transitions and gameplay sounds to fit the virtual world. This game is available for PC and Mobile.

January 2000 to present
University of Washington – I teach a 3-quarter continuing education class in audio production for music and sound design. (“Teaching Excellence Award” 2013)
Seattle Film Institute – I co-designed a BA program in Sound Design and Recording Arts.
Art Institute of Seattle – I taught classes in Audio Principles, Digital Audio, Acoustics, Music Production, Textural Audio, Game Audio and Multimedia Audio.

March 2014 to December 2014
Fixer Studios Seattle, WA
Sinister Dexter is for the mobile market. I designed wizard spell sound effects and produced voice over acting for in-game use. I also created and organized the asset sheet and designed a file naming system to integrate with the engineering team for coding within the game.

September 1995 to July 2016
Gravelvoice Seattle, WA
On a freelance basis I provided sound design services for Virtual Reality, Games, Film, Theater, Dance and Art Galleries. (See CV)

September 1990 to July 2016
Gravelvoice Seattle, WA
On a freelance basis I produced music recordings (Grammy nominated), commercial recordings, and audio books. I also specialize in archival restoration of tape and discs (Grammy winning) (See CV)

Curriculum Vitae (Selected Projects)

Sound Design
“Canterbury” Microsoft Mixed Reality app
“Actiongram” Microsoft Hololens app
“Jump!” Endeavor One Rift/Vive VR experience
“Nova Blitz” Dragon Foundry iOS/Android/PC/Mac/Linux game
“Zombies of Mass Destruction”, “Colony” and “Junk” directed by Kevin Hamedani
“Walking to Werner” directed by Linas Phillips
“A Glimmer of Hope or Skin or Light” and “Collision Theory” by KT Niehoff’ and Lingo Dance Company
“Petruchska” by Donald Byrd and Spectrum Dance Theater

Music Production
Animal Collective – “Feels”, “People”, “Strawberry Jam” and “Water Curses” (Fat Cat and Domino)
Arcade Fire – “Neon Bible” (Merge) Grammy nominated
Nurses – “Dracula” (Dead Oceans)
Prince Rama – “Trust Now” and “Top Ten Hits of the Apocalypse” (Paw Tracks)
Sun City Girls – All works between 1993 and 2010 (approximately 30 records)
Mudhoney – “Since We’ve Become Translucent” (Sub Pop)
Ken Stringfellow – “Soft Command” (Yep Rock)
Captain Beefheart – “Grow Fins” box set (Revenant) Grammy award
Over a hundred live radio mixes for KEXP, Seattle that included The Polyphonic Spree, Clinic, The Doves, Ben Gibbard, The Church, and others.

Music Composition
Score to “Session 9” directed by Brad Anderson (USA Films)
Score to “People and Arts” channel ID’s (Discovery Channel)
Incidental music for “Junk” directed by Kevin Hamedani (Breaking Glass)

Voice Overs
25 audio books including recordings of Kirk Douglas, Adrienne Barbeau, Gary Owens and Michael York
“Poe Boys – A Bakers Dozen: 13 Poems and Tales by Edgar Allan Poe (Audible)
Disciple: A Novel of Mary Magdalene (Audible)

Various articles for TapeOp, Mix and EQ magazines.

2002 Grammy Award for Charlie Patton – “Screamin’ and Hollerin’ the Blues” box set (Revenant)
2007 Grammy nomination for Arcade Fire – “Neon Bible” (Merge)
2013 Teaching Excellence Award from the University of Washington
2008 Les Victoires de la Musique nomination for Cali – “l’espoir” (EMI France)
2008 Teaching Excellence Award from the University of Washington Nomination
2001 Parent’s Choice award for “Oyasumi” by Elizabeth Falconer and Aiko Shimada


BA in Sound Engineering (Columbia College)
Wwise Certification