Available to hire
Hi there! I’m Dayton Tenn, a hands-on sound designer focused on immersive game audio. Over 3+ years in the audio industry, I design creature sounds, implement audio in Unity with Wwise and FMOD, and craft dynamic ambiences that react to players and scenes. I love collaborating with teams to bring characters and worlds to life through sound.
I enjoy shaping procedural music systems, exploring Dolby Atmos and field recording, and staying sharp with tools like Pro Tools, Unreal, Unity, GitHub, Trello, and Slack to deliver polished audio for games.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Beginner
Language
English
Fluent
Japanese
Advanced
Work Experience
Sound Designer at Dominion
January 1, 2025 - PresentDesigned and implemented creature sound effects for an unannounced video game. Recorded and edited Foley for footsteps and movement. Created punchy, dynamic audio synced to character actions. Completed post-audio for small in-game cinematics. Everything designed in Reaper and managed with GitHub, Trello, and Slack while working in Unity.
Sound Designer & Technical Sound Designer at City of Gamers - Village of the Ages
January 1, 2025 - PresentFoley recordings for NPC footsteps and actions. Field recording and designed a dynamic ambience using Reaper and Wwise for implementation where sound shifts from close to far depending on listener height. Helped shape a procedural music system with MetaSounds.
Sound Designer at Dinobyte Software's - Broken Aperture
January 1, 2025 - PresentSupported sound team creating sound effects for the narrative puzzle game 'Broken Aperture'. Edited dialogue and designed lines to be implemented in the game.
Sound Designer at Negative Space
January 1, 2025 - September 15, 2025Designed energetic and colorful soundscapes using minibru te synth and field recording. Integrated sounds into Unity via FMOD and implemented a dynamic pitch-increase system for sound effects. Handled C# scripting to enhance sound functionality within the game.
Sound Designer at Dominion
January 1, 2025 - PresentDesigned and implemented creature sound effects for an unannounced video game. Recorded and edited Foley for footsteps and movement. Created punchy, dynamic audio synced to character actions. Completed post-production for small in-game cinematics. Everything was designed in Reaper and used GitHub, Trello, and Slack when working in Unity.
Sound Designer at City of Gamers - Village of the Ages
January 1, 2025 - PresentFoley recordings for footsteps and NPC actions. Field recording and designed a dynamic ambience using Reaper and Wwise for implementation where the sound changes from close NPCs to distant wind depending on listener height. Helped shape a procedural music system with MetaSounds.
Sound Designer at Dinobyte Software
January 1, 2025 - PresentSupported sound team creating sound effects for narrative puzzle game 'Broken Aperture'. Edited dialogue and designed lines to be implemented in the game. Designed natural-sounding sound effects (actions, UI, transitions) using Reaper. Communicated with Slack and helped implement it into Unreal.
Sound Designer at 87 - Negative Space
January 1, 2024 - PresentWorked on 'Negative Space'. Designed energetic and colorful soundscapes using the Minibrute synth and field recording. Integrated sounds into Unity via FMOD and implemented a dynamic pitch-increase system for sound effects. Handled C# scripting to enhance the sound functionality within the game.
Sound Designer at Dominion
January 1, 2020 - PresentDesigned and implemented creature sound effects for an unnamed video game. Recorded and edited Foley for footsteps and movement. Created punchy, dynamic audio synced to character actions. Completed post-audio for small in-game cinematics. Used GitHub, Trello, and Slack while working in Unity.
Sound Designer / Technical Sound Designer at City of Gamers - Village of the Ages
January 1, 2025 - PresentFoley recordings for footsteps and NPC actions. Field recorded and designed dynamic ambience using Reaper and Wwise for implementation; sound changes from NPC, tree, waves to distant wind and birds depending on listener height. Helped shape a procedural music system with Metasonics.
Sound Designer at Dinobyte Software
January 1, 2025 - PresentSupported sound team creating sound effects for narrative puzzle game 'Broken Aperture'. Edited dialogue and designed lines for game integration. Created natural-sounding sound effects (actions, UI, transitions) using Reaper. Communicated with Slack and implemented assets in Unreal Engine.
Sound Designer / Technical Sound Designer at Team 87 - Negative Space
January 1, 2025 - September 15, 2025Designed energetic and colorful soundscapes using field recordings and dynamic ambience. Integrated sounds into Unity via FMOD and implemented a dynamic pitch-increase system for sound effects. Handled C# scripting to enhance sound functionality within the game.
Sound Designer at Dominion
January 1, 2025 - PresentDesigned and implemented creature sound effects for an unannounced video game. Recorded and edited Foley for footprints and movement. Created punchy, dynamic audio synced to character actions. Completed post-audio for small in-game cinematics. Everything was designed in Reaper and used GitHub, Trello, and Slack when working in Unity.
Sound Designer at City of Gamers - Village of the Ages
January 1, 2025 - PresentFoley recordings for footprints and actions of NPCs. Field recorded and designed dynamic ambient using Reaper and Wwise for implementation where the sound changes from close (NPC) to far (listener height). Helped shape a procedural music system with MetaSounds.
Sound Designer at Dinobyte Software
January 1, 2025 - PresentSupported sound team creating sound effects for narrative puzzle game 'Broken Aperture'. Edited dialogue and designed lines to be implemented in the game. Designed natural sound effects (actions, UI, transitions) using Reaper. Communicated with Slack and helped implement into Unreal.
Sound Designer at Negative Space
January 1, 2025 - September 23, 2025Worked on 'Negative Space'. Designed energetic and colorful soundscapes using field recording and dynamic ambience; integrated sounds into Unity via FMOD and implemented a dynamic pitch-increase system for sound effects. Handled C# scripting to enhance sound functionality within the game.
Education
Bachelor of Science in Recording Arts at Full Sail University
January 1, 2022 - January 1, 2025Bachelor of Science in Recording Arts at Full Sail University
January 1, 2022 - January 1, 2025Bachelor of Science in Recording Arts at Full Sail University
January 1, 2022 - January 1, 2025Bachelor of Science in Recording Arts at Full Sail University
January 1, 2022 - January 1, 2025Qualifications
Pro Tools 110 Certified
January 1, 2024 - September 15, 2025Dante Level 2 Certified
January 1, 2023 - September 15, 2025Pro Tools 110 Certified
January 1, 2024 - September 15, 2025DANTE Level 2 Certified
January 1, 2023 - September 15, 2025DANTE Level 2 Certification
January 1, 2023 - September 23, 2025Industry Experience
Gaming, Media & Entertainment, Software & Internet
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