Founded by award-winning sound designer Clark Wen, he brings over 20 years of experience to Exile Sound.


Audio is a core part of the narrative experience and without sufficient resources devoted to it, your user’s experience will suffer. Clark Wen at Exile Sound is dedicated to elevating the art of games and multimedia by partnering with like-minded creatives in creating fantastic experiences that stand out above the rest. 

From indie projects to the biggest AAA titles, Exile Sound has an established track record in delivering outstanding audio and ensuring that your project goes as smoothly as possible. With a systematic approach to game development honed by years of AAA development, Clark can take care of the details of your project so that your team can focus on what they do best.

With a modern, fully equipped 5.1 production facility in Los Angeles, Exile Sound can accommodate projects of all sizes and is ready to create a standout experience for your next project.



Clark Wen is a game industry veteran, having got his start in 1997 after three years of working in traditional audio production. 

From working alongside Shigeru Miyamoto on the award-winning Metroid Prime series to developing the epic sound of the record-breaking Call of Duty titles, Clark has shipped dozens of titles across 14 platforms and countless sound engines. From the early days of coding sound tables in C to working with middleware platforms such as Wwise and FMOD, he has few peers with his level of experience and expertise in interactive audio.

Throughout the years, he has received several accolades for his work, from being twice nominated for the prestigious BAFTA awards as well as receiving nods from the DICE, GDC, and GANG awards. He also holds several patents for his design contributions to the Guitar Hero series.

After years of working in-house, he founded Exile Sound in 2015 to expand his creative horizons and take on new challenges. 

In his spare time, Clark is an avid gamer, cineaste, and world traveller.


"When I start a project, one of the first things I ask the team is: what is the overall aesthetic goal? While technical needs are easy to quantify, the overall sound aesthetic is much more nebulous and an important concept to pin down.