Jonathan Miller (He/Him)
Audio Lead at Clean Cuts Interactive
About Jonathan
Timezone:
America/New_York (-04:00)language:
English- In-house
- Outsource
- Freelance
Experience:
- 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
Skills
- Fantasy Novels
- SciFi Novels
- Guitar
- Hiking & Backpacking
- Biking
- Live Music
- Billy Strings
- Jamgrass
Hobbies & Interests
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.