Jake Davey

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

Current time: 0:00 / 0:00

Featured projects

Preview for Ingogo

Ingogo

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

Preview for Audio Loudness standard tool - AudioForge

Audio Loudness standard tool - AudioForge

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.

Preview image for Dynamic Convolution Reverb Implementation in Unreal Engine 5 project

Dynamic Convolution Reverb Implementation in Unreal Engine 5

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

Preview image for Dynamic Spline-Based Audio Systems project

Dynamic Spline-Based Audio Systems

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

Preview image for Macabre: Procedural Environmental Audio Architecture project

Macabre: Procedural Environmental Audio Architecture

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

Preview image for Measurement of Master Quality Authenticated (MQA) Audio Encoding System project

Measurement of Master Quality Authenticated (MQA) Audio Encoding System

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

Preview image for Digital Emulation of Plate Reverb in MATLAB project

Digital Emulation of Plate Reverb in MATLAB

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

Preview image for Game Trailers Collection project

Game Trailers Collection

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

Preview image for Wwise: Game Audio Character Footsteps project

Wwise: Game Audio Character Footsteps

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

Preview for TVC Sound Recordist & Post-production

TVC Sound Recordist & Post-production

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

Preview image for Investigating Retroreflectivity in Room Acoustics with FDTD project

Investigating Retroreflectivity in Room Acoustics with FDTD

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

Preview image for Design & Simulation of Sound Reinforcement Systems project

Design & Simulation of Sound Reinforcement Systems

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

Preview image for Game Studio Production, Project Management project

Game Studio Production, Project Management

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

Game Credits

MACABRE

UE5, PC

MACABRE

Game Director, Audio Director

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

ProductionMusicSFXDialogueImplementationMetaSounds
PHANTOM GALAXIES

UE5, PC

PHANTOM GALAXIES

Audio Lead, Audio Programmer

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

ProductionMusicSFXDialogueImplementationSystems Design
SHADOWMAN: DARQUE LEGACY

UE5, PC

SHADOWMAN: DARQUE LEGACY

Audio Lead, Audio Programmer

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

SFXMusicDialogueImplementationCinematics
ANICHESS

Unity, PC

ANICHESS

Audio Lead, Audio Programmer

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

SFXMusicImplementationMixUI/UX Audio
MOTO GP IGNITION

Unity, PC

MOTO GP IGNITION

Audio Lead, Audio Programmer

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

Systems DesignSFXMusicImplementationUI Audio
ARADENA

Unity, PC

ARADENA

Audio Lead, Audio Programmer

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

Combat AudioUI AudioSFXMusic DirectionImplementation
ARADENA WEB

Unity, PC

ARADENA WEB

Audio Lead

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

Music DirectionSound DesignOptimization
BIOSPHERES

Unity, PC

BIOSPHERES

Audio Lead, Audio Producer

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

ProductionAudio DirectionMusicSFX
THE RED VILLAGE

Unity, PC

THE RED VILLAGE

Audio Lead, Audio Producer

A dark fantasy gladiatorial combat game where champions fight for glory in high-stakes tournaments.

ProductionAudio DirectionMusicSFXQA

About

Game Director, Product Manager, Audio Lead

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.

Experience

W

Co-Founder - Game Director

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.

  • Directed the game from concept to launch — 250K+ wishlists, 100K+ players
  • Built and led a team of 30+ across internal and external collaborators
  • Secured $500K USD in funding through pitching and investor relations
  • Showcased Macabre at PC Gaming Show, SXSW Sydney, and Steam Next Fest (top demo, June 2025)
  • Owned production pipelines, roadmaps, budgets, and sprint planning
  • Managed external vendors and cross-functional collaboration
B

Audio Lead

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.

  • Establishing an overall audio vision.
  • Stakeholder management between disciplines (3D, Animation, UX/UI, Game Design, etc.).
  • Managing the audio department and overseeing audio workflow and project timelines.
  • Scoping and budget planning for 8+ titles.
  • Audio implementation across both Unreal and Unity engines.
  • Music direction.
  • Ensuring audio quality control.
  • Defining project tasks and maintaining documentation.
  • Developing and maintaining the audio approach and strategy for each title.
  • Implementing technical audio elements within Unreal Engine and Unity game engines.
  • Defining game-specific audio behaviors, and planning systems.
  • Filling pipeline gaps in sound design, composition, foley, or dialogue recording as needed.
A

Acoustic Project Engineer

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.

  • Conducted noise and vibration monitoring at hospitals, residential areas, and active construction sites, including high-rise construction and controlled demolitions.
  • Measured environmental noise sources, including trains, traffic, and aircraft, impacting nearby residences.
  • Ran acoustic simulations to predict noise impacts, informing compliance strategies and mitigation recommendations.
  • Installed and positioned microphones and vibration sensors for DA approvals, including rooftop bars and urban developments.
  • Produced reports and recommendations on acoustic treatments and building elements (windows, glazing, roofing) in line with Australian building codes and standards.
  • Advised on compliance with NSW EPA guidelines, AS/NZS 2107, AS 3671, AS/NZS ISO 717, and other relevant standards.
  • Collaborated with developers, architects, and engineers to integrate effective acoustic solutions into building design.
S

Co-Founder, Interaction Sound Designer

Sonify · Self-employed

Jan 2020 - Sep 2021 · 1 yr 9 mos

Greater Sydney Area

  • Sonic identity packs for use in digital products, user interface designers and developers.
  • Producing distinct and recognisable sounds connecting disparate events and interactions whilst aiding usability.
F

Sound Recordist and Post Production Audio

Freelance

Mar 2017 - Aug 2021 · 4 yrs 6 mos

Sydney

  • Air New Zealand - A/V Tech Support
  • Hipages - TVC Dialogue/ Sound recordist
  • Red Line Productions, Old Fitz Theatre - TVC Dialogue / Sound Recordist
  • Rare Cancers Australia - TVC Dialogue / Sound Recordist
  • Australian Government Department of Health PSA - TVC Post production
C

Sound Design, Sonic Branding Consultant

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.

A

Audio Production Technician

Australian Institute of Music

2020 - 2021 · 1 yr

Sydney, New South Wales, Australia

  • Operate production equipment for events, digital mixing consoles, lighting controllers, cameras and live streaming equipment.
  • Facilitating the livestreaming and setup of studio console and live room for recording, Music, Foley, Dialogue, etc. for students and academics.
  • Assisting students in signal processing, microphone technique and general audio engineering.
  • Maintaining The Australian Institute of Music's recording studio's and production equipment.
  • Provide technical support to faculty and students using production facilities such as theatres, recording studios, digital media labs and rehearsal rooms.
  • Operate and perform network maintenance for AV-over-IP equipment including patching, IP assignment and switch configuration.
  • Post production and delivery of captured performances.

Education

University of Sydney

Master of Architectural Science (Audio and Acoustics)

2019 - 2021

JMC Academy

Bachelor's degree, Creative Technology (Audio Engineering and Sound Production)

Jan 2015 - Dec 2016