The achievements of our talent have been recognized with awards from distinguished organizations including MPSE, BAFTA, G.A.N.G., D.I.C.E., HMMA and the VGA's.
An award-winning executive, audio director and composer, Paul’s career has taken him all over the world and has helped him innovate and advocate as a leading figure in the Interactive Entertainment Industry. As the creative leader of Formosa Interactive, he works as the Vice President of Creative Services - driving strategy, content development, and audio pipelines with the famed award winning Music, Sound, and Integration Team in Los Angeles.
Paul previously worked as the Senior Audio Director at Microsoft Studios/343 Industries, and the COO of Pyramind Studios before that. He has composed award-winning scores and managed extensive AAA audio pipelines for an array of leading clients, including Microsoft Studios, SEGA, 343 Industries, Ubisoft, LucasArts, 2K Games, Sony Computer Entertainment, EA and Harmonix. Recent AAA game credits include many titles in the Halo franchise, Call of Duty: Infinite Warfare, Sunset Overdrive, Forza Motorsport 5, Kinect Disneyland Adventures, Microsoft Flight, Ironman 2, and many more.
Paul has won numerous Game Audio Network Guild awards including Best Original Instrumental, Best Original Soundtrack Album, Best Score, Best Use of Licensed Music and Best Handheld Audio.
Paul is an active speaker and presenter, and has conducted panels, lectures, and master classes at the Massachusetts Institute of Technology, Yale University, Berklee College of Music, Musician’s Institute, Georgia Tech, SIGGRAPH, GDC, GameSoundCon, Pyramind Studios, AES Conference, New England Conservatory, Art Institute San Francisco, GRAMMY Soundtables, and at the Conservatory of Pernambuco in Brazil.
Paul holds a BM and MM with summa/highest distinction from the world-renowned New England Conservatory of Music in Boston. He is a member of the International Game Developers Association, The Academy of Interactive Arts and Sciences, BMI, The Recording Academy Producers and Engineers Wing Advisory Council, and the Game Audio Network Guild.
Born and raised in New York City, Julia had her first taste of the recording world as an intern for the jazz and big band studio, Nola Recording, in mid-town Manhattan. She loved the studio environment so much that she decided to move to Los Angeles and pursue a degree in Recording Arts at Loyola Marymount University.
She began her career as a production coordinator in the audio department at Treyarch, one of the top video game developers in the world, on the Call of Duty franchise. After 5 years, she moved on to work at several of the most accomplished voice over studios and game audio post facilities in LA, including Technicolor Game Sound and Soundelux DMG.
Julia has worked on hundreds of games including many AAA award winning titles and franchises such as: The Last of Us, Call of Duty, Gears of War, Uncharted, God of War, Star Wars: The Old Republic, Skylanders, Mass Effect, Dragon Age, DC Universe Online, Infamous, Bioshock Infinite, Spider Man, Transformers, Bulletstorm, Metal Gear Solid, Resident Evil, Ratchet & Clank, Forza, Silent Hill and many many more.
Julia is absolutely thrilled to be a part of the stellar best-in-class team that Formosa Interactive has built. She resides in Culver City with her husband Jesse, daughter Nina and 2 crazy dogs – Iggy & Timon.
Savina Ciaramella is a seasoned executive in the Entertainment Industry. Her career began in 1990 at Walt Disney Records, and as the Director of A&R Administration, her office was known as “The Hub.” She established best practices and processes, and conceptualized and developed award-winning records. The label grew exponentially during her tenure, and after 13 years and garnering 15 RIAA certified Gold, Platinum and Diamond Awards, she departed Disney and branched out on her own.
Under her new management company, SaviSolutions, she managed established composers, producers and songwriters. In 2007 she joined the executive team of the American Federation of Musicians (AFM) under President Tom Lee, and supported local offices across the U.S. and Canada representing over 90,000 members. She quickly identified a growth opportunity in the Video Game Department and spearheaded the creation and implementation of a new streamlined video game agreement, which increased employment for recording musicians tenfold in her first year. As the Director of the Electronic Media Services Division, she led the team in the West Coast office and administered the video game agreement in addition to the AFM’s legacy agreements. With Savina’s innovative concepts and strong people skills, she cultivated relationships with video game companies, film studios and composers, and advanced the objectives of the AFM while creating win-win opportunities for musicians and producers alike.
After departing the AFM, Savina facilitated many scoring sessions for the renowned Skywalker Symphony Orchestra with AAA game publishers and developers.
Savina is on the executive team of the Game Audio Network Guild, and is a member of G.A.N.G., The Society of Composers and Lyricists and Women’s Industry Network.
Born and raised in Albuquerque, NM, Janet moved to Los Angeles with her musician husband who was in a band. She landed a job as the second finance employee at Soundelux, where she would remain over twenty years. She held many different titles there, including Accounts Payable Manager, Capital Expenditure Supervisor, Financial Analyst and Manager of Business Operations. During the birth of Formosa Group in 2013, she was one of the first employees to come on board - landing a key role with the Interactive division.
Janet has an extensive amount of experience in the audio production accounting and operations field. She is a huge sports fan with her favorite teams being, LA Kings, Dallas Cowboys and LA Lakers. She resides with her husband, Oscar nominated sound designer, Alan, her two kids and her beagles, Copper and Lady.
Award-winning sound veteran Kristoffer Larson joined Formosa Interactive in the summer of 2016. With over two decades of sound experience, including extensive experience in both VR and AR, Larson truly understands the needs of game developers. He’s happiest when a project is collaborative across all levels, from concept to integration.
Prior to joining Formosa, Larson founded his own company, Tension Studios, based in Seattle, Washington. After having spent years in various internal audio roles with companies like Cranky Pants Games, Konami, WB Games and Dolby Labs, his goal was to create a game-centric interactive studio that understood a developer’s internal team. His unique approach and experience can be heard on Microsoft’s Kinect Star Wars, Halo: Spartan Assault, Marlow Briggs and the Mask of Death, State of Decay and Halo 4.
In his earlier years, he enjoyed directing and designing for Evil Dead: Regeneration and ESPN NBA 2Night, designing for Metroid Prime, and cinematic post for Soul Reaver: Legacy of Kain. Prior to launching into his career in game audio development, Larson spent years touring with the band Information Society, which his brother was a founding member.
David Natale has been recording and editing sound for over 14 years. His video game motion capture experience started in 2010 with Rockstar’s Red Dead Redemption: Undead Nightmare.
Through various projects he honed his skills and soon was sought-after to lend his immeasurable skill set to and lead the performance capture audio recordings of LA Noire, Tomb Raider, Call of Duty: Advanced Warfare, Infamous: Second Son, Call of Duty: Black Ops III, and many other projects. All of these projects have relied heavily on the latest performance capture technologies and utilized unique techniques to capture audio. Dave remains at the forefront of this ever-changing audio landscape.
Alan grew up in a military family where he lived in many different places, including Japan. At the age of twelve, he received a guitar as a gift, and from there his love of music and sound grew. He moved to Los Angeles to pursue a career in music. Although the passion for music is still within him, he developed a love for designing sound when he landed a job as a librarian in the audio industry in 1991 and progressed to supervising, designing and mixing sound for games, film, commercials and location-based entertainment for many high profile clients and projects.
Working with diverse clients including Capcom, Microsoft, Paramount Pictures, Activision, Airtight Games, Remedy Entertainment and NASA he’s been fortunate enough to work on films like Iron Man 3, Prometheus, Star Trek (2009), Unstoppable, Mission Impossible 2 and 3, Disneys’ Pocahontas, The Hunchback of Notre Dame video games such as Resident Evil 5, Alan Wake, Quake 2, The Mechwarrior and Zork Series, Pitfall: The Mayan Adventure and LBE projects such as The Abraham Lincoln Presidential Library, Kennedy Space Center Saturn 5 Exhibit, and Murdered:Soul Suspect.
He has garnered many nominations and awards in this career, including an Academy Award nomination as a Co-Supervising Sound Editor for Star Trek (2009) and he continues to create new worlds and experiences through sound: And he still loves playing guitar!
Shannon Potter has worked for over a decade in the video game industry on hundreds of games including many AAA award-winning titles and franchises such as The Last of Us, Call of Duty, Gears of War, Fable, Plants vs. Zombies Heroes and League of Legends.
Before her entry into the video game industry, Shannon worked as an assistant engineer at Willie Nelson’s studio in Austin, Texas. During her time at Pedernales Studio, she helped engineer the Grammy award-winning album for the Los Lonely boys and helped track the pre-recorded music for the movie The Alamo. Shannon quickly made the move to Los Angeles to embark on a career in post-production sound, where she worked regularly as an in-demand recordist, Foley, and ADR specialist for television and film. Her video game career began as the Voice Over Coordinator at Soundelux DMG, then formally moving into the sound design department where she has enjoyed critical acclaim ever since.
Shannon has received seven Golden Reel nominations and has been awarded an MPSE Golden Reel and GANG award for her work on Gears of War 2, and most recently a GANG Award for her work on The Last of Us: Left Behind cinematics. Her leadership and uncompromising sound excellence on Sony's Uncharted 4: A Thief's End and The Last of Us have earned her world-wide acclaim.
Erica Mehallo has been living and breathing dialog for video games over the past 10 years. She kick started her career at Soundelux DMG, where she specialized in organizing dialog recording for video games. She then spent 5+ years as Dialog Coordinator at Sony Playstation in Santa Monica, responsible for casting, recording, editing, implementing, and localizing AAA titles.
Erica joined Formosa Interactive in March of 2016 as Senior Project Manager, where she maintains a persistent dedication to streamlining all facets of the dialog process, with a specialized passion for enhancing localization standards and practices for video games.
Chad has over a decade of experience working in audio for video games, commercials, and location based projects. After graduating from the Electronic Media division at the University of Cincinnati's College Conservatory of Music he relocated to Los Angeles to pursue his sound career.
Since then, Chad has received seven major award nominations and been awarded two MPSE Golden Reels for his Sound Design work on Gears of War 2 and Resident Evil 6, two G.A.N.G. awards for Gears of War 2 and The Last of Us: Left Behind, and a THEA award for his Re-Recording mixing on Kennedy Space Center's Shuttle Launch Experience.
Recent Sound Design and Re-Recording mixing credits include: Uncharted 4: A Thief's End, League of Legends, The Last of Us, Star Citizen, Gears of War, Skylanders, Resident Evil and Final Fantasy. He has the honor of working with great clients such as Naughty Dog, Riot Games, Activision, Microsoft and Capcom to be a part of bringing their amazing creations to life through audio.
When not locked away in the studio he is most likely enjoying a ride on his motorcycle or surfboard.
Patrick began his career in sound design over a decade ago after moving to Los Angeles from his native Cincinnati, Ohio. There he received a degree from The University of Cincinnati - College Conservatory of Music’s Electronic Media Program.
Always looking for unique ways to play with sound and creative teams to collaborate with he has been fortunate enough to receive four MPSE Golden Reel nominations and two wins, one for Resident Evil 6 and one for Epic Mickey.
He has enjoyed creating and editing audio content for a number of titles such as Uncharted 4, League of Legends, The Last of Us, Killer Instinct, Plants vs. Zombies 2 and Resident Evil 6. He has worked with Naughty Dog, Riot Games, Pop Cap, Microsoft and others to bring fun and exciting audio to their stories and games.
In his spare time Patrick likes to play guitar and daydream of the seasons back in Ohio.
Kirsten began working in the video game world in 2012 at Soundelux DMG. Since then, she has acted as project coordinator on games and franchises large and small, including Skylanders, Call of Duty, Infamous, God of War, DC Universe Online, and Metal Gear Solid.
An East Coast transplant, Kirsten spent years working as an actor in New York before moving to Los Angeles. She prides herself on her ability to use her first-hand knowledge of acting and its industry to serve as a bridge connecting the clients and the artists who come to Formosa Interactive to record, thereby better serving the needs of all those involved in the process.
Krysta began her career in post-production in 2012 at Audio Head, which is now Formosa at The Lot. She started in reception and advanced to office coordinator. Her interest in voice over then brought her to Formosa Interactive in 2014, where she now resides as a project coordinator. Krysta brings her experience, dedication, and enthusiasm to every video game she works on, big or small!
Dan has been an audio professional for over a decade working in music, TV, film, and games. As a graduate of Middle Tennessee State’s Recording Industry – Audio Production program, he assisted and recorded music in studios around Nashville for a few years. Originally a California native, he moved back to southern California in 2008, transitioning to post-production audio, and eventually finding his way to game audio.
Prior to joining Formosa Group in 2014 to focus on supervising dialogue editorial, Dan worked with a variety of game audio companies - including Soundelux DMG, Take-Two Interactive, and Technicolor Game Sound - where he edited sound effects, Foley, and dialogue. With over 100 AAA titles and two M.P.S.E. Golden Reel nominations under his belt, he has continued to work with such established franchises such as Metal Gear, Hitman, Spec Ops: The Line, XCOM, Final Fantasy, Skylanders, Ratchet & Clank, Halo, Call of Duty, Uncharted, Resident Evil, and many more.
Outside the studio you can find Dan on a board in the snow or surf, wandering in the mountains, or teaching and practicing yoga on land and sea.
Alex Johnson carried three core tenets all the way to adulthood: video games, loud dreamy music, and spaceships. From humble beginnings in the Unreal modding community, to his first AAA game experience in 2006, Alex has been passionately dedicated to contributing to the ongoing story of video games in any way he can.
He feels that good sound design can bring a sense of life to a good game – gluing all the elements together in a cohesive universe. He especially loves the way each game's unique tone can inform stylish sound design, and how the finished product is experienced and interpreted by each user at their own pace, in their own heart, in their own home.
Duncan Brown was born in Houston, Texas and grew up immersed in all things music. He attended the High School for Performing and Visual Arts for the saxophone, but soon realized that his interests lay elsewhere, and began learning more about sound. That led him to California, where he graduated from the Ex’pression College for Digital Arts with a Bachelor’s Degree in Sound Arts.
He moved to Los Angeles to begin his career in sound. After interning at a few recording studios, he joined Audio Head as a production assistant shortly before the formation of Formosa Group. Duncan transitioned to working with Formosa Interactive, where he has been ever since.
Duncan has extensive experience managing editorial. He has edited dialog for multiple AAA titles, including Uncharted 4, League of Legends, Skylanders: Imaginators, Call of Duty: Black Ops III, and Star Wars: The Old Republic. He enjoys being able to help bring such a vital component of the gaming experience to life, and the challenge of making it happen.
Tyrone Forte graduated from Loyola Marymount University’s Recording Arts program and started working in the audio industry in the Fall of 2011. After working at Soundelux DMG, he joined Formosa Interactive.
He works as an assistant and lead engineer handling both voice over and performance capture audio recording. As an avid gamer, Tyrone is committed to recording high-quality audio in order to contribute to great gaming experiences. He is dedicated to always acquiring new skills and knowledge in audio technology. His credits include The Wonderful 101, Metal Gear Solid V: The Phantom Pain, Star Wars: Battlefront, and Uncharted 4: A Thief’s End.
Michael Finley is a graduate of Loyola Marymount University’s School of Film and Television where he studied in Recording Arts. His experiences include sound design for games, short films, and commercials, including the sound design for Yamashita, the 2013 Film Outside the Frame Best Animation. In addition, he has worked as a sound engineer for KLXU 88.9 FM Los Angeles Radio Station where he both recorded and broadcasted live bands. Now one of the most in-demand sound designers, he began exploring the world of sound at the age of 3, when given a Playskool cassette tape recorder.
Michael's areas of sound expertise has a vast range, and includes everything programming synthesizers to create weird and bizarre tones, to recording ambiences at early hours in the morning for the ultimate custom source.
Judy Lee has fervently pursued audio since 2011. Music was her first vehicle - she dove into UCLA’s Independent Music Production Program with coursework including Audio Recording Theory with Andrew Scheps, the Art and Craft of Mixing, Music Marketing, and Music Licensing. While working full-time at Paramount Recording Studios, she completed the program and paved her way into the commercial world. Doing freelance sound design and assistant work for several engineers and mixers, she continued to gain experience through the years and eventually made her way into the hearts of those at Formosa Interactive. Voice Over proved to be a realm that immediately drew her in and never let her go. She has finally found her people.
Despite her life taking unexpected twists and turns, this pre-med UCLA grad has been committed to audio and its path long ago. Through every chapter in her life it has become clearer and clearer to her that sound is her passion and her contribution to the union of the audio and visual worlds in which magic brews. She can’t stop, won’t stop.
Judy’s credits include: Uncharted 4: A Thief’s End, Battlefield 1, Star Wars Battlefront, COD: Infinite Warfare, COD: Black Ops III, Star Wars The Old Republic: Knights of the Eternal Throne, The Division, and Mirror’s Edge Catalyst.
Bio coming soon.
Born and raised in New Mexico, the “Chile Capital of the World,” Sofie has been heavily involved in the entertainment industry since graduating high school. She spent three years at an internship in Texas pursuing all areas of production from pre to post but found her niche in cinematography and acting. Her time there provided opportunities that ranged from creating promotional content and commercials to touring the States filming arena events and even flying out to Haiti to capture moments of a relief effort group.
Since then, Sofie found her way to Los Angeles and has spent the last three years furthering her career and making the city her home. As our Client Service and Administrative Assistant, she uses her amiable personality derived from years of acting and cinematography to connect with clients and talent while balancing the intricate administrative responsibilities of the company.