team.

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Max Sandler

Implementation | Sound Design

With a perpetual love of Conker (could you tell?), Max is a technical sound designer with a passion for bringing interactive soundscapes to life. Working in games and tech for several years, he has worn many hats in the industry - everything from technical writing at Nintendo, to live streaming technical services at Microsoft.

 

Max honed in on his passion for audio, contributing implementation and sound design for independent studios in the Seattle area. He is also a composer, having arranged pieces and releasing the album "Pocket Tracks" on streaming services in December 2020.

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Made Indrayana

Implementation | Sound Design

Indra is a Technical Sound Designer and Engineer with a heavy IT background. His interest in tinkering with technology and sound began at an early age when he opened every toy he had and all his electronics to better understand how they work. You could say his audio career began as a child when he recorded his favorite anime songs from his family’s television to his tape recorder.

 

He has provided sound design and implementation for games such as “Leisure Suit Larry: Wet Dreams Don’t Dry,” the arcade multiplayer title “Ghost Patrol VR,” a VR experience for Audi’s self-driving car prototype, and an AR experience for one of Montblanc’s exhibitions. He completed his Bachelor’s degree at UPH Conservatory of Music Indonesia, majoring in Sound Design, then pursued his Master’s degree at the University of Applied Sciences Hamburg, majoring in Sound/Vision.

 

When not at work or programming, he loves to play the guitar and the piano, as well as fine-tuning his coffee setup to make the most perfect cup of all time.

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Bonnie Bogovich

Voice Services | Dialogue Editing

Bonnie has her fingers in a plethora of audio pies and has worked on a variety of award-winning educational products, virtual and augmented reality simulations, interactive experiences, and audio plays/radio dramas including “I Expect You To Die”, Sea World’s “Race For The Beach”, “Daniel Tiger’s Neighborhood,” “Jurassic World Revealed,” “Cobra Kai: The Karate Kid Saga Continues,” “Bards Tale IV”, KQMP’s “At The Tone”, and “HUSH: In Search of Dominic Ward”.

 

Her voice can be heard in “Pathfinder: Kingmaker”, “Death and Taxes”, “Water Bears,” “Hell Architect,” “Wasteland 3”, “Codename Blank”, “Mandible Judy”, “The Dracula Radioplay Experience” and “The Call of the Flame: An Audio Play”, and as a singer/vocalist on soundtrack and tribute albums. A singer on live, and virtual, operatic, choral, and musical ensembles, she also co-created and produced “Evenings in Quarantine: The Zombie Opera”, “Super Smash Opera” it’s sequel “Aria Kart,” and herds a choir of ‘chickens’ known, “The Bwak Choir.”


Active on the National Audio Theatre Festivals (Hear Now) board, and the Game Audio Network Guild, she also speaks at a variety of video game and audio conferences, has lectured at the Berklee School of Music, Duquesne University, Teknofonic, and taught audio for games and animation at the Art Institute of Austin.

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Thomas Kresge

Arrangement | Orchestration

Thomas Kresge is a composer, arranger, orchestrator, copyist, saxophonist, and educator with credits spanning film, television, video games, musical theater, and live concerts.

 

His professional credits include orchestrations, arranging, and music preparation for Marco Beltrami (Waiting for the Barbarians, Shadows in My Eyes, Nine Perfect Strangers, Bach by Beltrami), Diana Ross (2019 tour, NBC's Rockefeller Center Christmas Tree Lighting), Michael James Scott, Disney (The Incredibles 2 trailer campaign), Jacob Yoffee (Kohl's trailer campaign), and others, as well as fully arranging the scores for the musicals "Way Back When" and "Esther." He contributes regularly as an arranger for the Game Brass and as producer on their albums since 2018.

 

Thomas received his Bachelors of Music Composition from George Mason University before going on to earn a Master's of Film Scoring from the Seattle Film Institute, under the mentorship of Hummie Mann. When he's not spending time making or playing music, he's probably busy cooking and mixing drinks with his wife or dreaming about that cat he's wanted but not yet committed to adopting yet.

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Jon Ruse

Sound Design | Implementation

Coming from a background of classical music training and electronic music production, Jon has woven a career through the industry gaining experience in Audio Post, Sound Design, Music Production, Mixing, Mastering and Composing.

 

After multiple top-100 releases in drum and bass his focus shifted to sound design, where he has been fortunate enough to work on top charting Netflix original animations, high action features and online content for games such as Clash of Clans, Brawl Stars, Boom Beach and Football Manager.

 

With a passion for all things electronic, he creates rich sound worlds that can be as aggressive as they are delicate. He also secretly enjoys writing in third person and gets annoyed if no comments are made about his beard.

brand partner |                     

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Periscope is Unlock's partner for all things game audio. When scope or timeline requires extra hands, Unlock goes to Periscope. With locations in downtown Chicago on the Cinespace lot as well as Los Angeles, Periscope regularly handles audio needs for major network and streaming shows for Fox, CBS, Netflix, Amazon, and Showtime. Series credits include Empire, The Unicorn, Work in Progress, The Chi, feature films like Kickboxer: Vengeance, POOH: The Derrick Rose Story, Come As You Are, and brand advertising for Honda, Pepsi, and Groupon.

Unlock team members contribute music, sound design and implementation to Periscope when a project includes games or more advanced technologies to ensure the end experience is exactly what the client needs.

Between Unlock and Periscope, there's nothing we can't handle.

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Elliot Callighan

CEO | Composition

Originally a violinist, Elliot began his journey in music and audio  on the violin using the Suzuki method at the age of four. While he loved his experience on this instrument, it wasn't enough. He began playing piano at eight, guitar at 12 and at 20, Daft Punk convinced him to give the computer a shot, too. (thankfully!)

 

To pursue music and audio, Elliot enlisted in the Army National Guard. This path led to degrees in Music Composition and Sound Design, a commission as a Military Officer, and his work being featured in campaigns for United Airlines, Instagram, Spiderman: Far From Home, GMC, The Godrej Group, Chevrolet Motors, the Goodman Theatre and the Joffrey Ballet as well as many independent films and games.

 

Elliot always focuses on creating distinct personality and aesthetic in all audio while maintaining that memorable "hummable" factor in his music. He brings this sensibility to his work in games, film, trailer and commercial projects. He has served as Soundpost Co-Chair for the Chicago Symphony Orchestra Overture Council and teaches as Adjunct Faculty in the Film and Game programs at DePaul University.

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Ali Cedroni

Voice Services | Dialogue Editing

A bit nomadic, a lot extroverted, and determined to collaborate with as many talented folks as possible; Ali has all your dialogue needs covered. An enthusiastic networker and dedicated team player, she’ll find you a cast perfect for bringing all your characters to life.

 

Ali has been traveling the world as a freelance sound designer and dialogue editor since graduating Columbia College Chicago. Her wanderlust and love for meeting new people has brought her to live and work everywhere from Oslo Norway, to Los Angeles California.

 

As our dialogue specialist, she walks through the whole process: preproduction, casting, directing, editing, and implementation. Keeping a constant stream of communication, bouncing ideas, and making sure all parties involved are able to bring their best work to the table.

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John Robert Matz

Composition | Implementation

Best known for his work on video game scores as diverse as the BAFTA-nominated "Gunpoint", "Artemis: the Spaceship Bridge Simulator", "For The King", and the award-winning “Fossil Echo”, John Robert Matz is a Chicago-based composer, arranger, multi-instrumentalist and music educator.

Classically trained, he has incorporated his educational multi-disciplinary musical training throughout his works, performing a variety of wind, brass, string and percussive instruments in his game and film scores, and using his knowledge to stretch instrumental timbres and find new sounds.

John Robert is a member of ASCAP, and the Game Audio Network Guild, and has been honored with a nomination for "Best Video Game Score" for the ASCAP Screen Awards, and in the 2017 G.A.N.G. Awards, winning “Best Interactive Score” for his work on “Fossil Echo”, as well as being named G.A.N.G.'s “Rookie of the Year” for 2017. In his spare time, he enjoys worrying about his Steam backlog, reading good books, and removing cats from his MIDI controllers.

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Angelina Park

Production | Project Management

Angelina is a producer, composer, and musician, and has been deepening her passion for storytelling for as long as she can remember. An avid player of video games and watcher of films from an early age, she was inspired by the seamless blend of music, sound, and picture— particularly the way music was able to take a story and drastically propel it into all kinds of different emotional dimensions. Angelina picked up the violin at the age of six, and never left the side of storytelling through the medium of music and creative audio.

Since graduating from the Berklee College of Music, Angelina has taken on the role of executive director of music administration for Emmy award-winning composer Bear McCreary, and has worked on projects such as Godzilla: King of the Monsters, God of War (2018), Agents of S.H.I.E.L.D., The Walking Dead, and the 2020 Academy Award-nominated documentary Crip Camp. Her experience in managing post-production pipelines has led her to various producer and project director roles in Hollywood and beyond for projects utilizing creative audio. She enjoys using both her creative and managerial abilities to ensure projects are efficiently completed at the highest possible degree.

Angelina also considers herself a well-rounded nerd, and enjoys her free time playing games, researching the latest news in astronomy, and hanging out with her sweet cat Meissa.