
Ingogo
Creating the sound of an effortless, beautiful utility for Australian based ride-share company, Ingogo.
Audio lead, product owner & studio founder
Audio specialist turned product leader. Built a game from 0 to 1, hitting 250K wishlists and 100K+ players. Scaled a team to 30 and raised $500K+ USD to ship Macabre.
Audio Reel
Featured projects

Creating the sound of an effortless, beautiful utility for Australian based ride-share company, Ingogo.

An automated audio normalization pipeline that scans game audio libraries, categorizes assets (VO/Music/SFX), and batch-processes loudness to target LUFS with true-peak safety.

A practical case study implementing dynamic convolution reverb in Unreal Engine 5, documented end-to-end.

A case study on building spline-driven audio systems for interactive environments, documented in Notion.

A case study on the procedural environmental audio architecture built for Macabre, documented in Notion.

A study analyzing the Meridian Audio MQA codec, comparing its spectral performance and file size efficiency against traditional lossless formats.

Digital implementation and emulation of an EMT 240 plate reverberation unit in MATLAB, providing stereophonic reverberant output.

A collection of game trailers that I've contributed to the audio on, ranging from Macabre, Shadowman to Phantom Galaxies.

A comprehensive guide to implementing a dynamic footstep system in Wwise, featuring material switching and locomotion states.

Location sound recording and post-production services for television commercials.

Research into the extremes of retroreflectivity in room acoustics using Finite-Difference Time-Domain (FDTD) simulation.

A comprehensive design and evaluation of an amphitheater sound system using EASE and ArrayCalc, adhering to international acoustic standards.

Leading a cross-functional team through the iterative R&D phase of a stealth horror title, transitioning from a 2 person prototype to a Top 50 Steam Next Fest product and a successful Early Access market launch.
Recent works

UE5, PC
A cooperative stealth extraction horror game where players traverse infinite timelines within an unstable time rift, confronting interdimensional terrors.

UE5, PC
An epic sci-fi adventure featuring thrilling mecha combat. Players choose between distinct Starfighter classes to battle lawless pirate factions.

UE5, PC
An action-adventure horror game expanding the Valiant Comics universe, challenging players to master the dark powers of the Deadside.

Unity, PC
A spell-based chess strategy game that combines classic tactical gameplay with magical abilities and lore.

Unity, PC
A management and racing experience delivering high-octane motorcycle racing with telemetry-driven mechanics.

Unity, PC
A tactical TCG and strategy game featuring medieval fantasy combat where players build armies and battle for dominance.

Unity, PC
The browser-based adaptation of Aradena Battlegrounds, optimized for accessible web gameplay without compromising audio fidelity.

Unity, PC
A strategic simulation game challenging players to create and manage self-sustaining ecosystems within various biomes.

Unity, PC
A dark fantasy gladiatorial combat game where champions fight for glory in high-stakes tournaments.
About
Jake Davey is a game director and producer with over a decade in interactive entertainment, most recently as Co-Founder of Weforge Studio. There, he led Macabre from concept to market, scaling a cross-disciplinary team from 5 to 30, securing $500K+ USD in funding, and shipping to 250K+ Steam wishlists and 100K+ players, with features at SXSW and PC Gaming Show. Before Weforge, Jake built and led audio departments at Animoca Brands and Blowfish Studios, shipping 9 concurrent titles including Phantom Galaxies, Shadow Man, Anichess (Chess.com), and MotoGP. His background in audio direction and technical sound design, working across Unreal, Unity, FMOD, and Wwise, gives him a rare lens on user experience, emotional design, and cross-functional collaboration. He's driven by bringing ambitious interactive experiences from zero to one: aligning vision, team, and execution to ship.
weforge studio
Apr 2020 - Present · 5 yrs 9 mos
Sydney, New South Wales, Australia
Co-founded Weforge Studio to develop Macabre, an immersive multiplayer sci-fi horror game built in Unreal Engine 5.
Blowfish Studios
Dec 2021 - Dec 2024 · 3 yrs 1 mo
Sydney, New South Wales, Australia
As the Audio Lead at Blowfish Studios in Sydney with a headcount of 100+ staff, I collaborate closely with other studio heads to oversee and manage internal and external teams, ensuring the successful delivery of a diverse range of Indie and AA titles. Notably, these titles include Phantom Galaxies, Shadowman: Darque Legacy, Anichess, Biospheres, Aradena, MotoGP Ignition, and The Red Village.
Acoustic Engineering Firm
Jan 2021 - Dec 2021 · 1 yr
Sydney · On-site
Specialised in noise and vibration assessment for residential developments, high-rise construction/demolition, hospitals, and new builds. Conducted on-site measurements in existing dwellings and active construction sites, including controlled demolitions, monitoring environmental noise sources such as trains, traffic, and aircraft. Ran acoustic simulations to predict noise impacts for properties, informing mitigation strategies and compliance advice. Delivered acoustic assessment reports with recommendations for Development Application (DA) approvals, including guidance on windows, roofing, and glazing in compliance with the Building Code of Australia (BCA), AS/NZS 2107, AS 3671, AS/NZS ISO 717, and NSW EPA noise guidelines.
Sonify · Self-employed
Jan 2020 - Sep 2021 · 1 yr 9 mos
Greater Sydney Area
Freelance
Mar 2017 - Aug 2021 · 4 yrs 6 mos
Sydney
Contract
2016 - Aug 2021 · 5 yrs 8 mos
Engaged to subcontract on an end-to-end design project led by Neo. I was responsible for the Audio branding for Ingogo a national transport and rideshare company, providing a functional auditory identity and strategy, implemented within a fleet of drivers through forming a memorable and recognisable sonic identity, tied together with the function of aiding drivers to complete tasks, by intuitively delivering crucial information and reinforcing visual notifications through sound.
Australian Institute of Music
2020 - 2021 · 1 yr
Sydney, New South Wales, Australia
Master of Architectural Science (Audio and Acoustics)
2019 - 2021
Bachelor's degree, Creative Technology (Audio Engineering and Sound Production)
Jan 2015 - Dec 2016