I'm a Game Sound Designer with professional experience since 2021, specializing in game sound design, audio redesign, and middleware-based implementation. I excel at full-cycle game audio production—from direction and SFX creation to editing, mixing, post-processing, middleware setup, and clear collaboration with programmers and game teams to ensure readable combat feedback, polished UI timing, and coherent sound identities that fit gameplay and visuals.

SYL1ES

I'm a Game Sound Designer with professional experience since 2021, specializing in game sound design, audio redesign, and middleware-based implementation. I excel at full-cycle game audio production—from direction and SFX creation to editing, mixing, post-processing, middleware setup, and clear collaboration with programmers and game teams to ensure readable combat feedback, polished UI timing, and coherent sound identities that fit gameplay and visuals.

Available to hire

I’m a Game Sound Designer with professional experience since 2021, specializing in game sound design, audio redesign, and middleware-based implementation.

I excel at full-cycle game audio production—from direction and SFX creation to editing, mixing, post-processing, middleware setup, and clear collaboration with programmers and game teams to ensure readable combat feedback, polished UI timing, and coherent sound identities that fit gameplay and visuals.

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Experience Level

Language

Chinese
Fluent
English
Fluent
Korean
Beginner

Work Experience

Game Sound Designer at Independent / Freelance
June 1, 2021 - Present
Led and supported full audio pipelines for commercial game projects, including sound style planning, SFX production, editing, mixing, implementation support, and technical maintenance. Owned all audio modules on multiple projects, including direction planning, standardized audio structure, asset production, mix control, and middleware maintenance. Designed sound effects for core gameplay systems, character actions, skill VFX, UI feedback, board/showcase sequences, and combat readability. Built and maintained middleware structures using Wwise, FMOD, and CRI, supporting reliable playback behavior and stable implementation. Collaborated with programmers and game teams on audio framework planning, event behavior, naming workflows, QA, and iteration.

Education

Bachelor of Engineering at Shanghai University of Engineering Science
September 1, 2015 - June 1, 2019

Qualifications

CRI Certified
January 11, 2030 - June 30, 2026
Wwise / Audiokinetic community contributor: Into the Void
January 11, 2030 - June 30, 2026

Industry Experience

Gaming, Software & Internet, Media & Entertainment