Jonathan Miller (He/Him)

Audio Lead at Clean Cuts Interactive

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About Jonathan

Timezone:

America/New_York (-04:00)

language:

English

    Experience:

  • In-house
  • Outsource
  • Freelance

    Skills

  • Audio direction
  • Fmod
  • Foley
  • Implementation
  • Middleware
  • Mixing
  • Sound design
  • Surround mixing
  • Unreal engine
  • Unity
  • Unreal blueprints
  • VR & Ambisonics
  • Wwise
  • Business development
  • Dialogue editing
  • Field recording

    Hobbies & Interests

  • Fantasy Novels
  • SciFi Novels
  • Guitar
  • Hiking & Backpacking
  • Biking
  • Live Music
  • Billy Strings
  • Jamgrass

Bio

Jonathan is an experienced sound designer with a proven track record of high level sound design and audio leadership across a variety of genres, platforms, and pipelines. He has shipped titles across fantasy RPG, sci-fi, competitive multiplayer FPS, and tactical turn based genres. His recent focus areas include hero weapons, creatures, UI, and foley, and his background as a linear engineer lends itself well to IGC and cinematic design and mixing.

As an Audio lead, Jonathan’s experience building audio systems and managing teams have given him a deep knowledge of the full development process. He is comfortable communicating with team members and across disciplines, and will not hesitate to do so when appropriate. He holds a strong sense of ownership over his responsibilities, and he takes pride in delivering impactful work in any capacity.

Full Credit List

Star Wars Zero Company | Sr. Sound Designer  (2026 Release)

  • Senior sound designer embedded with Bit Reactor/EA.

  • Sound design support across all areas of the game including character design, destructables, foley, and cinematics.

  • Full implementation support in Wwise & blueprints. 

Reflection Studios (2026 Release) | Audio Lead (2023-2026)

  • Responsible for all audio direction, systems, and pipelines across all audio disciplines.

  • Introduced middleware into the project and built FMOD project from the ground up.

  • Managed a team of sound designers and composers, ensuring consistent high quality while maintaining organization, strong communication with client, and matching pace with production.

  • Worked closely with engineers to design various audio systems, authored the majority of audio hooks in C# environment.


Sanzaru Games (2 Unannounced Titles [cancelled]) | Sound Designer (2024-2026)

  • Sound design focused in hero weapons & foley, gadgets, and vehicles for a well known sci-fi IP.

  • Designed and executed a new Foley system that utilized a combination of shared and unique layers that increased the quality and detail level of each asset while drastically reducing the previously unmanageable amount of hours spent on each character.

  • Built a “wind intensity” system to unify ambience beds and oneshots and create a more immersive experience.

  • Contributed to a comprehensive internal project sound library with unique recorded and designed SFX to be used throughout the project. 


Asgard’s Wrath 2 | Sound Design & Implementation (2022-2024)

  • Senior Sound Designer embedded with Sanzaru.

  • Heavy focus on Hero weapon and boss creature sound design. 

  • Also worked on Hero foley, various props, ambience, and IGCs.

  • Worked in BP to build hooks and implementation solutions for each of the 4 playable heroes in the game, along with their highly unique weapons.


Spectre: Divide | Sound Design & Project Audio Lead (2021-2022)

  • First Audio team member in the production cycle.

  • Proposed and implemented Wwise into the project, built Wwise project out from the ground up, planning for future audio needs at an early stage.

  • Set the audio tone & direction for the game.

  • Worked with engineers to design and build the weapon audio system.

  • Sound designed and implemented all weapon and foley SFX. 


WWE 2K20/21 | Sound Design & Implementation (2019-2020)

  • Built out new dynamic crowd system, harvesting in game crowd layers from live match recordings.

  • Sound designed and tagged several hundred animations.

  • Provided a detailed analysis of legacy audio systems from a past partnership, proposed updated systems that were implemented in later releases.


NBA 2K20/21 | Sound Designer (2019-2020)

  • Sound design and foley for career mode vignettes and cinematics.

  • Edited thousands of lines of dialogue to spec.