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About 

I make tailored sounds for video games with a love for nature, psychology, and storytelling at it core. My B.A. in Psychology, years of wildlife conservation efforts, and passion for foley lead me to approach sound design from a distinct perspective: one that directs the player's emotions and attention. I have the privilege of recording custom nature sounds and source material too since I live in Seattle.

My sound design and audio implementation is in indie games such as Airborne Empire, Twinkleby, and Tearoom of Terror. I've also given talks at GameSoundCon, AirCon, and USC. No matter what engine and middleware you use, we can make it work. Let's chat if you want to introduce yourself or discuss your next project. 

 

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Featured Game Projects

Airborne Empire: Sound Design Breakdown

My sound design breakdown of Airborne Empire reveals how I matched the game's aesthetic, gameplay, and mechanics. This city builder by The Wandering Band is the sequel to the BAFTA-nominated Airborne Kingdom and was released in Early Access. Check out how I captured custom recordings for the tactile UI, how I decided on "audio pillars" for the game, and more. 

Airborne Empire: Audio Implementation Breakdown (Unity/FMOD)

My audio implementation breakdown of Airborne Empire shows the audio systems I put in place in Unity and FMOD to accommodate this city builder-meets-RPG's core features. Check out our game here or watch this clip to see how we handled the isometric camera view, voice management, chaotic combat, and dynamic mixing.

Letterhead: Sound Design Breakdown

This is my breakdown of my creative process as the Sound Designer for a word game called Letterhead, where I show how I created its distinct library and sound effects. All but four layers used in these SFX were original recordings! Play a round of our game here to check it out.

Letterhead 2 Sound Design (Gameplay)

Here's a sample of all the sound effects I made for Letterhead 2 as their original Sound Designer. Like Letterhead, nearly all the layers for each sound effect were made with original recordings. Since this was a mobile game, though, all low-pitch sounds were deliberately avoided. The game ended up being canceled.

Testimonials

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Derrick Reyes, Studio Director of Game Audio Forge
"Sabrina is a great sound designer with a love for the craft and a lot of versatility in her toolkit. She is a fast learner, responsive to feedback, and produces assets with impressive speed. Sabrina would be a strong addition to any audio team."
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Fred Gareau, Co-Founder
of The Wandering Band
"As Audio Director, Sabrina brought the quality of Airborne Empire’s sound design to a level we were previously lacking. She found different areas of the game that would benefit considerably from unique sounds that she then produced with great attention to detail. Those sounds added depth and character to our virtual world which helped us establish Airborne Empire’s personality."
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Frank Pleece, Audio Lead of Molinare
"Sabrina was able to deliver great quality sounds in a timely manner that were to an incredibly high standard. She was professional, communicative, and willing to go above and beyond to ensure that the end product was just what we needed."
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