GAME AUDIO

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GAME AUDIO -

SOUND DESIGN

2025 : Linear sound redesign

Using Reaper, I fully redesigned these three clips from World of Warcraft, Black Myth Wukong, and Lords of the Fallen. I designed these with music and narration in mind, leaving space in the mix for these to breathe. I hope you enjoy!

Implementation

FMOD - Unity | Wwise - UE5

FMOD Implementation in UNIty:

This was a project undertaken for a university assignment in which I was tasked with creating and implementing my own sounds from scratch, using the FMOD sound engine and Unity game engine. Given full creative direction for this project, I decided to create a tactile soundscape that felt as if you were physically in the space and in contact with the environment. I enjoy creating heavily textural and layered sounds that mesh with environments, allowing you to feel what that environment is like, without requiring a visual aid. This project also involved managing a large quantity of assets, which proved to be a valuable learning experience in understanding how to optimize workflow and project progress through effective organization. It was a fun project and I look forward to working with more implementation in the future.

Wwise implementation in ue5:

This project was done on my own time. The focus was to refurbish my skills in Wwise as well as learn the blueprint system in Unreal Engine. I focused on creating a grounded soundscape for the environment as well as utilizing multiple strategies such as dynamic reverb, footsteps, and automation alongside more focused ambient design. The environment was a nice one to redesign, and it is something that I will be developing further over time. I also look forward to experimenting more with Blueprints and diving deeper into the infinite possibilities that lie within Wwise.

About me

Hi, I’m Daniel, a sound designer specializing in game audio and interactive media, based in England. I hold a degree in Music Production and Sound Engineering from Point Blank Music School, graduating in 2025. My focus is on crafting rich, immersive audio that feels grounded and authentic, blending believable soundscapes with imaginative, fantastical elements to bring game worlds to life.

Whether I’m designing weapons, UI, creatures, or environments, my goal is always to create audio that not only supports gameplay but deepens the player’s connection to the world. I strive to balance technical precision with creative exploration, delivering sound that elevates both the game and the player experience.

My creative philosophy is simple: Ideas Come First. Great games are built on strong ideas, and exploring new sonic concepts is key to breaking the mold. At the heart of my work is a commitment to immersion—ensuring players don’t just hear the world but feel like they truly belong in it.

DAW Experience : Pro Tools, Reaper , Logic Pro , Ableton

Engine Experience: Unreal Engine, Unity, Godot

Technical Skills (see CV) : Mixing , Mastering , Field recording ,

Live Studio Recording , FMOD , Wwise , Python / C++

Favorite Genres: Action Adventure Fantasy, Sci-Fi FPS, Adventure RPGs

Favorite Games: Bloodborne, Elden Ring, Monster Hunter: World, Destiny 2

Side-Hobbies: Bouldering, Hiking, Street Photography, Drawing, and finding obscure older movies to watch whenever I have the time.

CONTACT:

EMAIL: daniel.e.crites@hotmail.com

LinkedIn: https://www.linkedin.com/in/daniel-crites-4a1b1323b