Eli Hason

Eli Hason Email and Phone Number

British Columbia, Canada
Eli Hason's Location
Denman Island, British Columbia, Canada, Canada
Eli Hason's Contact Details

Eli Hason personal email

About Eli Hason

Some of my earliest memories are of recording sounds off the radio onto cassette tapes, and learning editing with the double cassette deck on my boom box. My life has been full of recording, creating, and sharing my own filter of sound through field recording trips around the world, getting folks dancing through my DJ sets, creating new galaxies of sound in games, or setting off into dreamland with my electronic compositions. Being a creature of innovation, positivity, and a yearn to learn helps me to feel as though life keeps getting better and more enjoyable the older I get. My work in being a sound designer for the game industry has been inspired by the enjoyment and excitement I felt when playing on early consoles, and the many nights spent at the arcades of my youth. When I began working in the industry I enjoyed the challenge of making audio systems work across many platforms with so much localization, and saw the technical challenges as my new holy grail. I have always enjoyed the way I heard the sound signatures of games, and getting to work on asset creation for Sonic Boom : The Rise of Lyric was a treat after having the soundscape in my head for decades. I am also a fan of the incredible work sound luminaries like Eric Brosius on the original Thief games, and Paul Fox's cinematic work on the Uncharted series for realism that grabbed you and did not let go.Software & SkillsPro Tools (18 years)Wwise (14 years)FMOD (9 years)Unreal (14 years)Unity (4 years)Gaia (2 years)Ableton Live (20 years)Sound Forge (15 years)Sony Acid (19 years)Vegas (9 years)Reaper (7 years)

Eli Hason's Current Company Details
Earsim Digital Therapeutics

Earsim Digital Therapeutics

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Co-Founder
British Columbia, Canada
Eli Hason Work Experience Details
  • Earsim Digital Therapeutics
    Co-Founder
    Earsim Digital Therapeutics
    British Columbia, Canada
  • Ever Curious Entertainment
    Audio Director
    Ever Curious Entertainment Oct 2024 - Present
    Denman Island, British Columbia, Canada
    Working on the upcoming title Witherbloom on a small, talented, and motivated crew to create this new indie title for Ninedots Publishing.
  • Nomadic Noize Productions
    Sound Designer, Technical Sound Designer
    Nomadic Noize Productions Jan 2010 - Present
    Denman Island, Bc Canada
    Independent studio which does work including sound design, audio editing, audio implementation, sync, music production, VO recording, audio engineering, for video games, film, and commercials. Tools used include Reaper, Vegas, Pro Tools, Sound Forge, Ableton Live, Unreal, Wwise, FMOD, Studio One, Unity, Basehead, etc.Projects:WitherbloomRomancilvaniaDream's ReachMandragoraSonic Boom: The Rise of LyricTeenage Mutant Ninja Turtles: LegendsPinball ManiacsOverpowerHuman Orbit
  • Secret Clubhouse Studio
    Producer & Recording Engineer
    Secret Clubhouse Studio Jan 2020 - Nov 2024
    Denman Island, British Columbia, Canada
    Co-Founder of Secret Clubhouse Studio with Adam Percy and Chris Wardman. This is a full service recording studio on beautiful Denman Island, BC, a hideaway in the woods. We have a great selection of mics (Neumann, AKG, Sennheiser, Shure, Naiant), guitars/amps/pedals, drum machines, synths (analog and digital), lovely pre-amps (including a Traverse Analogue TA-652), RME converters, Neve EQ, and a full floating room vocal booth set up with full motion hi def video for picture/TV quality VO and ADR.We put out a compilation of Denman Island artists recorded at the studio called Occupied Denman, which can be found here https://occupieddenman.com/homeWe have recorded VO for podcasts, audio books, TV show, and movies including Big Mouth, Bob's Burgers, Ron's Gone Wrong.https://secretclubhousesound.com/
  • Wabi Sabi Sound, Inc.
    Senior Sound Designer
    Wabi Sabi Sound, Inc. Mar 2021 - Sep 2024
    Remote
    Working with Wabi Sabi on Midwinter's latest project in the Dead By Daylight Universe, and had worked on Scavengers with the same team. I have been focused on creating and implementing assets for NPCs, interactables, props, VO, and more. Main tools used for production include Unreal Engine, Wwise, Reaper, Ableton Live, Adobe Audition, Basehead, Airtable, RX9, & multiple field recording rigs. Stoked to have workeds with the audio team at Wabi, and with the greater team at Midwinter as everyone was so positive, accepting, and genuinely nice to work with.Projects:Project T.Scavengers
  • Otherside Entertainment
    Audio Director
    Otherside Entertainment Dec 2019 - Sep 2020
    Boston, Massachusetts, United States
    SFX creation, implementation, music supervision and editing, VO directing/recording/editing, for Thick As Theives. I was the only sound person on the creation of this demo for a potential unannounced project and went from conception to a completed demo level. I worked with all members of the core team, came up with audio concepts, created SFX assets, and implemented them in engine. I also worked directly with the composer in the studio to get the musical tone and instrumentation that was desired for this unique property. This project was implemented with Unreal and WWise. When the studio was bought by a larger corporation (Wizards of the Coast/Hasbro) they brought the audio to their in house production team. Project:Thick As Thieves
  • Speakeasy Electro Swing
    Creator, Promoter, Dj
    Speakeasy Electro Swing Jul 2010 - Mar 2020
    Montreal, Canada Area & Denman Island, Bc
    I was the creator and co-producer of this musical production company. We create events based on 20's/30's themes playing Electro Swing, Electro Blues, and Vintage Remixed tunes. These are all newer forms of remixed music that have been gaining popularity in Europe and abroad. We were the first group to do a monthly music event of this type on the continent, and had the largest following so far in North America. We put on corporate events and private parties with both DJs, circus performers, swing dancers, live swing bands, as well. Have a look at our website here to learn more, or to download any of our free compilations and DJ mixes.http://speakeasyelectroswing.comhttps://whiskeytangofoxtrotmusic.com/https://speakeasyelectroswing.bandcamp.com/
  • Otherside Entertainment
    Technical Sound Designer
    Otherside Entertainment Nov 2017 - Nov 2018
    Boston, Massachusetts, United States
    SFX implementation and technical sound design on Underworld Ascendant. I did a bit of asset creation, but focused on getting sounds working in the game using the SECTR audio engine and Unity. I worked with Jim Bonney on this project, who did most of the SFX and music. There were many challenges in making this system work instead of a workhorse like WWise/FMOD or even Fabric, but we ended up making a good sounding game with a small audio team spread across North America.Project:Underworld Ascendant
  • Let'S Record Music
    Founder, Instructor
    Let'S Record Music May 2014 - Dec 2015
    Vancouver Island, Bc
    Let's Record Music is an organization dedicated to teaching youth about the manipulation of sound. We provide workshops to teach the young, and young at heart how to record music on computers, produce music on computers, DJ, and do sound design. We currently are offering courses at rec centers up and down Vancouver Island, and the Gulf Islands. The initial courses are introductory courses to teach the basics of each discipline, using free programs available online so the students can start creating their own music, mixes, and sound effects as soon as they get home. They are also provided with a small sound card, and CDs that include copies of the free programs, and copyright free samples they can work with. We also will have Soundcloud and mixcloud pages devoted to music and sounds created by the students. For more information have a look at our website here... letsrecordmusic.com
  • Eidos Montreal
    Senior Technical Sound Designer
    Eidos Montreal Jan 2010 - Oct 2012
    Eidos Montreal
    Senior audio team member on location in Montreal studio for the latest Thief project. Our team initially consisted of an overseas audio director, and sound programmer, and myself. By the time I finished my time at Eidos (the last 6 months or so) our team involved an in house audio director, audio lead, audio programmer, myself as Technical Sound Designer, and 2 other sound designers. Having had an overseas audio director I was tasked with organizing assets, communicating with other teams in the project, assessing workflow and content desires of audio, integrating sound and music on levels, scripting, animation, and other aspects of sound design. I worked to create new audio systems with programming, tweaked them to fit our audio vision, and constantly iterated to achieve our desire to push the possibilities of audio in games. This included problem solving with the integration of Wwise and the Unreal engine like devising strategies to work with next level obstruction/occlusion systems, loading systems/hierarchies, streaming strategies, and more. I was also involved with planning and scheduling of our deliverables, getting bark and dialog systems up and running, and kept abreast of the new directions the rest of the team were heading in. All my work on this project was done using Basehead, Soundforge, Vegas, Pro Tools, Wwise, and Unreal 3.Project:Thief 4
  • Artificial Mind & Movement (A2M)
    Sound Designer
    Artificial Mind & Movement (A2M) Aug 2008 - Jan 2010
    Montreal, Canada Area
    Being the only full time sound designer on WET, with an audio director and occasional help from other sound designers, I took care of creating all the sound effects for the production, the implementation, and technical sides of the project. In working with programmers we found ways to improve our audio engine, create new features, and problem solve our bugs. Creating SFX and implimenting ambiences, character sfx, animation sfx, scripting audio in LUA, and all physics sfx have all been part of my process in making WET and Naughty Bear. I attended lead and level design meetings, delegated bugs, worked with LDs, animators, AI, and VFX to get audio working in all aspects on our new engine throughout the production. I was in charge of the localization in 6 languages, and even performed as a voice actor for Naughty Bear. Music placement, mixing, looping, triggering, along with contacting and contracting bands for the soundtrack also fell within my range of expertice on WET. These projects were made using Gaia (proprietary level building and audio tool sets), Vegas, Pro Tools, Sound Forge, and Soundminer.Projects:WetNaughty BearMySims Sky Heros
  • Shiny / Collective (Became Double Helix Games)
    Sound Designer
    Shiny / Collective (Became Double Helix Games) 2007 - Jul 2008
    Greater Los Angeles Area
    My time at Shiny began with just 2 sound designers on The Golden Compass who split the levels to pump all the sounds out. We evolved into a team that also included an audio programmer to help rebuilt our broken audio system with me (aka Noise Pilot), Audio Director Levon Louis, an audio scripter, and a junior sound designer.Created SFX, implemented SFX, worked with streaming strategies of getting sound functional for all platforms of The Golden Compass, from PSP to PS3, managed dialog system/localization for 6 languages while working with multiple outsource studios for dialog assets, animation audio scripting as well as music recording, editing, and implementation.I worked closely with the programming team as well to get FMOD integrated into our proprietary world building tools to make a better next gen audio situation for all the sound designers at Double Helix.In Silent Hill I worked on audio scripting for the creatures along with UI sounds. I created and implemented audio for the vertical slices of GI Joe and The Green Hornet before moving on from this studio.Tools used on these projects included ProTools HD, Vegas, Sound Forge, Soundminer, FMOD, Noise Pilot (proprietary audio engine - Shiny), Base (proprietary audio engine - The Collective), AnimEd(proprietary animation scripting tool), and the proprietary game building tools.Projects:Golden Compass Silent Hill: HomecomingGI Joe: Rise of Cobra(VS)Green Hornet (VS)

Eli Hason Skills

Ps3 Game Audio Unreal Editor Sound Sound Design Unreal Computer Games Cinematics Audio Mixing Composition Animation Unreal Engine 3 Xbox Dialogue Systems Electronic Music Mastering Technical Sound Design Sfx Content Creation Audio Engineering Casual Games Outsource Liason Pro Tools Game Design Sound Editing Live Sound Xbox 360 Audio Editing Field Recording Game Development Asset Management Sony Vegas Perforce Fmod Music Production Wwise Cubase Console Ableton Live Video Games Dj Film Localization Wii Dialogue Editing Sound Forge Sound Implementation Recording Gameplay

Eli Hason Education Details

Frequently Asked Questions about Eli Hason

What company does Eli Hason work for?

Eli Hason works for Earsim Digital Therapeutics

What is Eli Hason's role at the current company?

Eli Hason's current role is Co-Founder.

What is Eli Hason's email address?

Eli Hason's email address is no****@****hoo.com

What schools did Eli Hason attend?

Eli Hason attended Art Institute Of Vancouver, University Of Victoria.

What are some of Eli Hason's interests?

Eli Hason has interest in Children, Environment, Education, Science And Technology, Human Rights, Arts And Culture.

What skills is Eli Hason known for?

Eli Hason has skills like Ps3, Game Audio, Unreal Editor, Sound, Sound Design, Unreal, Computer Games, Cinematics, Audio Mixing, Composition, Animation, Unreal Engine 3.

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