SCOTT BURGESS
Sound designer, game designer, and QA analyst. I build the audio, shape the systems, and find what breaks before players do.
AUDIO
Sound effects, mixes, and implementation
GAME DESIGN
Prototypes, systems, and level design
QA
LiveOps, Release checks

Squiddy Squids
Recorded all dialogue and Foley for a sound design test for Squiddy Squids.
Once I passed the test, I designed and delivered a complete custom SFX library of 49 sounds. All sounds were created from scratch using Pro Tools and Pitch II.
Radio Spot Assignment - Full Sail University
Edited, mixed, and mastered a 30-second radio spot in Pro Tools. Organized all tracks into subgroups (vocals, music, SFX, and FX) and applied compression, EQ, and pitch shifting to individual tracks to achieve a polished, broadcast-ready mix.
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Sound Design Assignment - Full Sail University
Recorded original dialogue and Foley for a short animated cartoon, then mixed and mastered the complete project in Logic Pro. Handled most audio from scratch, including sound placement, timing, and final delivery.

Audiobook Assignment - Full Sail University
Produced a fully edited audiobook segment from scratch in Logic Pro. Recorded voiceover narration and sound effects, edited dialogue for pacing and clarity, then mixed and mastered the final deliverable.

Podcast Assignment - Full Sail University
Produced a complete short-form podcast episode. Recorded and edited voiceover narration, integrated intro/outro music, and applied a full processing chain (gate, compression, EQ).
Cosmo Lens
Cosmo Lens is an educational space game built for Legends of Learning, drawing inspiration from Pokémon Snap and Star Fox 64.
I served as the sole audio creator and co-game designer on the project, designing all sound effects in Serum and Reaper, composing the original soundtrack in Reason, and shaping core gameplay mechanics including enemy design, progression systems, and level balance for younger audiences.
Credits:
Gameplay Programming, Game Design, Sound Design, Composition - Scott Burgess
Gameplay Programming, Game Design - Gerald Clark
QA
Pokémon Trading Card Game Live
Overview:
As a Senior QA Analyst on Pokémon TCG Live at The Pokémon Company International (via Experis), I'm responsible for testing all aspects of the game to ensure the highest quality player experience. I work closely with the development team to communicate and track bugs through to resolution, serving as a bridge between QA findings and live production fixes.
Release Date: June 8, 2023
Game Link: https://tcg.pokemon.com/en-us/tcgl/
Key Accomplishments:
● Won Tester of the Month - April 2025
● 2 Bug of the Month Awards — recognizing critical bugs that directly impacted production.
Responsibilities:
● Identified, logged, and tracked hundreds of bugs in JIRA.
● Consistently surpassed Experis quarterly bug metrics goal by delivering an average of 45 bug reports, including bugs leading to client hotfixes.
● Served as bug triage coordinator, editing on average 5 bugs per day before submission to TPCi.
● Mentored a team of 4 testers to improve bug quality and ad-hoc skills.
● Served as Release Candidate Coordinator for 5 releases, overseeing deployments and coordinating fixes with TPCi.
● Verified 25 in-game messaging and client locks functioned as intended and reported any incidents to the Live Operations team.
● Promoted to QA Analyst II in March 2023 for finding and identifying difficult issues to reproduce and exceeding goals.
● Promoted to Senior QA Analyst in July 2025 for demonstrating leadership in Live Operations, exceeding goals, and promoting company culture.


