Game Sound Designer & Composer

GAME AUDIO CASE STUDY

SOUND DESIGNER & COMPOSER

MOBILE GAME AUDIO

01
GAMEPLAY + INTERACTION

Character movement, objects, rewards, and responsive gameplay cues.

02
UI + PLAYER FEEDBACK

Menus, buttons, confirmations, unlocks, and interface feedback.

03
MUSIC + ATMOSPHERE

Background music, scene cues, and a cohesive sonic identity.

Complete audio design for a casual mobile game, covering gameplay interactions, character movement, environments, UI feedback, object sounds, rewards, transitions, and background music.

01

MOBILE GAME AUDIO

OVERVIEW

I designed the complete audio experience for the game, creating sound for player interactions across gameplay, character movement, objects, environments, menus, rewards, transitions, and other feedback moments.

Using Ableton Live, I built and shaped the individual assets through editing, layering, timing, processing, and arrangement, while also creating the background music and broader sonic direction. The goal was to make every interaction feel responsive while keeping the overall experience cohesive.

02

PROCESS

BUILDING THE SOUND

I approached each cue around what the player needed to feel, notice, or understand in the moment, then shaped the sound through editing, layering, timing, and processing in Ableton Live.

Across gameplay, UI, environments, rewards, and music, the goal was to keep each sound distinct and responsive while maintaining a consistent overall sonic identity.

DESIGN THE MOMENT

Translate player actions, visual events, and game states into clear, distinctive audio cues.

SHAPE THE SOUND

Layer, edit, process, and balance each cue for impact, clarity, and character.

TEST + PREPARE

Refine sounds in context and prepare gameplay, UI, environmental, and musical assets for consistent use across the game.

03

BEYOND THIS PROJECT

ADDITIONAL GAME AUDIO EXPERIENCE

UNITY + WWISE + FMOD + UNREAL ENGINE + GAME AUDIO IMPLEMENTATION + INTERACTIVE AUDIO

Beyond this project, I’ve implemented and tested interactive audio in Unity and worked with Wwise, FMOD, and Unreal Engine audio workflows.

Experience includes event-driven playback, parameter control, asset organization, and refining sound around player actions and changing game states.

ENOUGH TALK, LET’S BUILD SOMETHING TOGETHER.

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