Appalachian State University
B.A. in Interdisciplinary Studies, concentrating in Digital Media Production : Fall 1999-Fall 2002
- Digital Sound Processing 461B (TBC Spring 2018, University of Washington)
- Digital Sound Synthesis 461A (Currently enrolled, University of Washington)
- Foundations of C# and .NET Programming - Fall 2017, University of Washington PCE Online
- Programming Max : Structuring Interactive Software for Digital Arts - Fall 2016, Stanford Online
- Programming Max/MSP CCRMA Summer Workshop - Summer 2017, Stanford
- Designing Musical Games : CCRMA Summer Workshop - Summer 2016, Stanford
- Supercollider : CCRMA Summer Workshop - Summer 2016, Stanford
- Foundations of Programming with Python - Summer 2015, University of Washington PCE Online
Best Technical Achievement, Megateam - September 2017 Seattle VR Hackathon
Best VR Sound Experience, Optopoculus Max - April 2017 Seattle VR Hackathon
Best Technical Achievement, W.A.A.G.E.L. - September 2016 Seattle VR Hackathon
Best VR Sound Experience, Expecto Patronus - April 2016 Seattle VR Hackathon
University of Washington
Media Maintenance Technician III : February 2017-Present
My role supports learning environments and teaching technologies for UW Seattle, including technical support to more than 300 general-use classrooms. The key responsibility of this position is to conduct preventative maintenance and discover problems before they happen, including networked computers, live sound, projection, routing, wireless video, and more. For our team, I generate performance analytics, report automation, multimedia content production, and repair issues as needed.
Verge of Brilliance
Technical Sound Design Intern : June 2017-September 2017
For Melody VR, I was able to implement an audio system and build a polyphonic multi-sampler for a marimba instrument. Original solutions (fmod) were too latent, and pure-data was selected to build inside of the Unity project and launch us over the uncanny valley. Melody VR shipped on Steam for HTC Vive on October 5, 2017.
Sound and Technology Specialist : May 2015-Febraury 2017
My research in digital music pedagogy at foundry10 explores the advantages of studying digital music for youth. Ableton and Push are at the center of the toolset utilized to explore remixing, sampling, sound design, composition, and performance. Curious about how technology can expedite skill and ability and inspire youth to be creative, foundry10's work is both philanthropic and scientific.
Digital Media Academy
Instructor : July 2016
At this University of Washington summer youth program, I led four week long courses, including:
*Intro to Gaming and Programming, Ages 6-8
*Beat and Digital Music Production, Teens
*Digital Filmmaking, Teens
*Intro to Game Programming with Python, Teens
Content Producer and Brand Manager : June 2015-December 2015
I designed a variety of online and print media for high-end analog pro-audio brands including Dangerous Music, Retro Instruments, and Glyph Technologies.
Executive Producer : January 2015-Present
Laptop Battle was a passion project that brought me to Seattle in 2005. After producing a spin off event in Salt Lake City, I moved to Seattle to be part of the digital music community. I began as a stage manager and performed as a competitor until 2010. In 2015 and 2016 I produced Laptop Battle events and created a web app for artists to compete and qualify online.
Founder, Lead Producer : October 2014- September 2015
I formed Downbeat Dojo in 2014 as an avenue for teaching audio production skills to adults. Specializing in Ableton Live software, many students are building successful music careers. In a partnership with CreativeLive.com, I designed eight hours of video content on Ableton Live, titled "Ableton Tips And Tricks with Andrew Luck".
Music Group - Behringer USA
Product Support Specialist DJ US, Technical Support Administrator : July 2011-November 2013
At Behringer, I evangelized and specialized in the DJ product vertical and assisted in the product launch of CMD line of MIDI controllers. In this position, I travelled twice monthly to major U.S. Markets, providing retail training. Maintaining online support for customers and retailers when not on the road, I was commended for consistently being under budget, designing effective and innovative promotion strategies, and promoted for delivering excellent customer support.
Microsoft via Filter Talent
Direct Marketing Producer, Software Test Engineer : April 2006-January 2009
At Microsoft, I completed four contracts, focusing on entertainment verticals. Highlights included team calendar management for ten content producers, time sensitive publishing, customer retention editorial, asset management, marketing audio and video content, and building playlists for highly visible online experiences.
Test engineering experiences included creating and executing test plans for Zune's security, fidelity, and verification for software and firmware features, audio, video, and social messaging.
All positions used, developed and tested internals tools for CMS, content creation, and publishing.
Content Producer/Editorial : October 2005-February 2006
My position created weekly editorial content for marketing newsletters for Target. Loudeye was a key aggregator for the delivery of online content to iTunes, Windows Media, and more. Our team managed music content for Target and also developed a download service for mp3.
Snowbird Ski and Summer Resort
Audio Visual Technician/Special Events and Entertainment Coordinator : July 2003-July 2005
In my first management opportunity I planned and executed over fifty special events, including festivals, music, theater and holiday activities.