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A Little About Game Audio Girl

My name is Kristen Quinn (formerly Quebe), and I’ve been working in game audio for over 20 years, growing from hands-on sound design into leading teams and shaping audio direction across a wide range of projects.

I started at Monolith Productions working on titles like F.E.A.RCondemned: Criminal OriginsCondemned  2: Bloodshot, and The Matrix Online. There I built a strong foundation across content, implementation, VO, field recording, and cross-discipline collaboration.

From there I joined Microsoft Game Studios contributing to Fable II and stepping into an Audio Lead role on Fable III, where I supervised staff, helped define the creative vision, and drove system design. I spent seven years at Microsoft working across both first and third party titles including Sunset Overdrive, Fable the Journey, and Kinect Star Wars. I was able to partner closely with distributed teams and production teams world wide.

At Riot Games I served as Audio Lead on Legends of Runeterra and was promoted to Audio Director. I built the team from the ground up, owned budgets and resourcing, and worked closely with design and engineering to establish scalable systems and pipelines.

Since then, I’ve continued in Audio Director roles at Polyarc and Bonfire Studios, leading teams, mentoring developers into leadership roles, and pushing on immersive interactive audio systems; particularly in VR with Moss: Book II. Along the way I’ve worked on multiple shipped titles, prototypes, and long-term vision, consistently focusing on building strong teams and creating impactful player experiences.


I’m deeply passionate about games, having grown up in arcades, and I’m an avid pinball enthusiast. I have multiple boardgame groups including an ongoing legacy crew.

Most recently, I was impacted by a round of layoffs at Polyarc and am currently open to new opportunities where I can bring my experience to help create something meaningful. Please feel free to reach out.