
Short answer: A sound designer creates and implements the audio elements of a game—sound effects, ambience, UI sounds, and feedback—that shape immersion and player experience.
Who is NOT a Sound Designer?
- A person who only composes music (that’s a Composer) is not a Sound Designer.
- A person who only records dialogue (that’s a Voice Actor/Audio Engineer) is not a Sound Designer.
- A person who only balances volume and mixing (that’s an Audio Engineer) is not a Sound Designer.
- A person who only creates visual effects (that’s a VFX Artist) is not a Sound Designer.
What does a Sound Designer do?
- Sound effects (SFX): footsteps, gunshots, UI clicks, combat hits.
- Ambience & environment: wind, rain, crowd noise, room tone.
- Interactive audio: dynamic sounds reacting to player actions.
- UI sounds: feedback for menus, notifications, and interactions.
- Implementation: integrate sounds into engines (Unreal, Unity, Wwise, FMOD).
- Collaboration: work with designers, programmers, and composers.
Why it matters
Sound is half the experience. It drives emotion, delivers feedback, and makes worlds feel alive. Without sound design, games feel flat and disconnected.
Common misconceptions
- “Sound design = music.” → It’s much broader, covering effects, ambience, and systems.
- “It’s just about recording.” → It involves designing, editing, and implementing interactive audio.
- “Any free sound effect works.” → Custom, context-specific sound is critical for immersion.
Core skills & tools
- Software: Pro Tools, Reaper, Logic Pro, Ableton Live.
- Middleware: Wwise, FMOD, Unreal Audio Engine.
- Recording gear: microphones, field recorders, foley tools.
- Knowledge: acoustics, mixing, mastering, psychoacoustics.
- Implementation: real-time audio systems, parameter-based sound.
Practical frameworks
- Foley workflow: record → edit → layer → integrate.
- Dynamic layering: footsteps vary by surface (grass, wood, metal).
- Audio states: calm vs. combat, interior vs. exterior.
- Mixing priorities: gameplay-critical sounds (enemies, UI) over ambience.
Portfolio tips
- Show demo reels with gameplay synced to your sounds.
- Include before/after clips (gameplay with/without your audio).
- Present systemic audio setups (e.g., footsteps reacting to surfaces).
- Highlight implementation inside game engines or middleware.
Quick example
Think Hellblade: Senua’s Sacrifice: binaural sound design immerses players in Senua’s psychosis.
Or The Last of Us: subtle environmental and UI sounds amplify tension and realism.
Author: Pouria Mojdeh
References:
- Aaron Marks – The Complete Guide to Game Audio (Focal Press, 2017)
- Richard Stevens & Dave Raybould – Game Audio Implementation (Focal Press, 2014)
- Rob Bridgett – Game Audio Culture (CreateSpace, 2014)
- Alexander Brandon – Audio for Games: Planning, Process, and Production (New Riders, 2014)
- Game Developer (formerly Gamasutra) – www.gamedeveloper.com