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SERVICES

Image by Joseph Pearson

sound 

design

5pm-8pm

I create tailored sounds for games that suit the tone & story

Image by Joseph Pearson

audio

producing

5pm-8pm

I give audio teams the structure to thrive

Image by Joseph Pearson

audio

implementing

5pm-8pm

I make sure your sounds play properly

in-game

Image by Joseph Pearson

foley

5pm-8pm

I perform & record sounds

in sync with picture

Image by Joseph Pearson

mixing

5pm-8pm

I blend sounds together so they're balanced

Image by Joseph Pearson

field

recording

5pm-8pm

I record wildlife & urban life locally or on expeditions

(The Short) About 

I design satisfying player experiences through sound design and custom recordings for video games. My specialties are performing foley and field recording to match the game's personality. I also Audio Produce/Direct to give teams the structure, documentation, and clear communication required to ship a game.

My path to games included sales jobs, a B.A. in Psychology, a decade learning piano, production & post-production sound work, and wildlife conservation. It wasn't until playing Breath of the Wild that I rediscovered my love for games and made the career switch.

 

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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.

Tearoom of Terror: Trailer & Game Sound Design/Implementation 

I did the dialogue editing, sound design, and mixing for this trailer of a cozy/horror visual novel called Tearoom of Terror from Sundew Studios. For their game in development (Unity/FMOD), I'm doing all their sound design, foley, and audio implementation. Think gross squishy sounds, crafting, and tactile UI.  

Twinkleby: Additional Sound Design & Foley

I provided extra sound design, foley, and audio implementation to Twinkleby by Might and Delight. This was in Unity and FMOD! I created pickup and put down sounds, rewarding UI sounds, tagged animations, programmed event references, and more. These were cozy, gentle sounds overall.

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."
Photo of Frank Pleece from Molinare
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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