About Morgan Fryer-McCulloch
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The drive has always been to work with music. Ever since I was a little girl and singing in front of the mirror. I have taken that passion with me through life, and ended up going back to school and graduating with a music degree despite being told it would not lead to a career. That drive led me to where I am now, working in the game industry having the opportunity to learn from some of the best people in the business of interactive music, and wanting to be part of a team that brings life to the gaming experience.
Professional History
Core Competencies
Audio programming skills: Reaper, Logic Pro X, Ableton Live, MAX MSP, ProTools, Audacity, Wwise, Scream
Fluency in Jira, LAMS, Excel, PowerPoint, Microsoft Word and Confluence
7+ years of vocal training as well as piano and composition; working knowledge of music theory
Arts management skills including marketing, programming and financial management
6+ years working within customer service
Supervisory knowledge and management skills
14th Street Music/BioWare
July 2022 - Present
Contract Music Editor and Designer
Hired on as an independent contract Music Editor, overseen by Lorne Balfe, to assist BioWare with their upcoming title. Responsible for working with BioWare’s Music Supervisor to provide in-game combat loops, ambient loops, Cinematic edits, mission flow, and variations on the music overall to enrich the gameplay experience. As well as being a part of mission review sessions to discuss the best course of action on music flow throughout the gameplay sequence.
BioWare title: Dragon Age: Dreadwolf
PlayStation Studios
October 2017Â - July 2022
Audio QA Lead
Promoted to a lead QA position within PlayStation Studios to build and run a dedicated Audio Test Team. Overseeing the workflow of said audio testers who are assigned to specific designated titles while organizing sweeps and keeping track of head count, implementation timeline, and budget. Working closely between QA, the designated development studio and their audio team, as well at the PlayStation Sound, Dialogue, and Music teams.
PS4/PS5 released titles: Death Stranding, Concrete Genie, Miles Morales, Ghost of Tsushima, Ratchet and Clank, Demon’s Souls Remake, and Horizon Forbidden West
Audio Test Analyst
Resident audio tester for major AAA game titles, specifically brought on to look for bugs and inconsistencies with sound effects, dialogue, music, foley, and the overall experience of the game. Ability to use debug options, Wwise and Scream, and trial and error cases to determine the cause of said bugs and to write up official cases to send to developers to fix.
PS4 released titles: God of War, Marvel's Spider-Man and DLC, and Days Gone
WiredCasting Internship: Sound Engineer
October 2017-March 2018
Sound Designer and Composer                                          Â
Put in to a small team to create short films each month, to be presented to a Hollywood Producer for critique.
Responsible for all field work sound and audio recordings, as well as any compositional/music aspects needed for the films.
On set for filming when needed, and individual time spent editing and mastering all audio for the film.
Education
May 2017
University of Massachusetts, Amherst
Bachelor’s Degree with Individual Concentration Music Technology and Composition
Certificate in Arts Management
Projects Past and Present
A few trailers from past projects
Demon's Souls Remake PS5 Credits
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Working on this project was quite the experience. To be a part of the team on one of the first PS5 title releases was a dream and I am forever grateful to Bluepoint and the PlayStation Sound Team for trusting me with the responsibility of leading audio testing to the point of having title card credits.
Original Vocal Composition
Celestial Bliss
I simple vocal solo piece I wrote for soprano range with piano accompaniment. Inspiration of the piece draws from the From Software game, "Bloodborne".
Death Stranding Milestone
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During my 5 years at PlayStation, Death TSranding was the first project in which I had been promoted and credited with building what is now the PS Audio Test Team. It was quite a feat but also we had access to the engine and debug to be able to assist the designers in a way that had not been possible before, making for a much cleaner game and experience for launch.