I'm Casey Pierce, a game audio designer and sound designer bridging technical implementation and live performance, with experience in adaptive music systems, sound design, and commercial audio production. I design audio for middleware, gameplay audio, and contributed to several commercial sample libraries as performer and production support. I bring together systems thinking and musicality to create responsive, production-ready audio that enhances gameplay and storytelling across cross-disciplinary teams.

Casey Pierce

I'm Casey Pierce, a game audio designer and sound designer bridging technical implementation and live performance, with experience in adaptive music systems, sound design, and commercial audio production. I design audio for middleware, gameplay audio, and contributed to several commercial sample libraries as performer and production support. I bring together systems thinking and musicality to create responsive, production-ready audio that enhances gameplay and storytelling across cross-disciplinary teams.

Available to hire

I’m Casey Pierce, a game audio designer and sound designer bridging technical implementation and live performance, with experience in adaptive music systems, sound design, and commercial audio production. I design audio for middleware, gameplay audio, and contributed to several commercial sample libraries as performer and production support.

I bring together systems thinking and musicality to create responsive, production-ready audio that enhances gameplay and storytelling across cross-disciplinary teams.

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Language

English
Fluent

Work Experience

Game Sound Designer & Composer at Freelance
January 1, 2011 - Present
Designed music, SFX, and implementation-ready assets for gameplay-driven systems. Built adaptive music systems using FMOD and WWise, including state-based transitions and real-time parameter control. Delivered audio for shipped titles including QatQi (iOS) and Sandwich Kingdom (Sifteo platform). Collaborated with developers from prototyping through integration to ensure cohesive audio experiences.
Musician, Recording Engineer and Sound Designer at Freelance
January 1, 2011 - Present
Studio harpist with recordings featured in commercial musical releases and sample libraries. Integrated live harp into composition and sound design workflows. Created custom sample-based instruments and recorded source material. Multi-instrumentalist supporting composition and production.
Library Programmer at Cinesamples
January 1, 2014 - December 31, 2017
Contributed to development of Kontakt-based virtual instruments, including Cine Harps, Cine Strings and Abbey Road Upright Pianos. Participated in recording sessions as harpist (Harp 2 & 3). Supported session operations, asset prep, and sample organization. Edited, processed, and mapped samples for production-ready libraries. Assisted with Kontakt patch design, testing and implementation. Wrote and edited user manual for Tina Guo Electric Cello & Sound Design and other libraries.
Audio Designer (Audio Lead) at MIT GAMBIT Game Lab, Singapore
January 1, 2011 - December 31, 2011
Led all audio production for a research-based game project. Created and implemented music and sound effects within the game pipeline. Worked cross-functionally with designers and engineers to align audio with gameplay systems.
Associate Director, Degree Completion at Berklee College of Music
January 1, 2023 - Present
Led cross-functional operations and large-scale program coordination. Managed complex systems, workflows, and stakeholder alignment.

Education

B.Mus. at Berklee College of Music
January 11, 2030 - January 1, 2011

Qualifications

Wendy Carlos Sound Design Award
January 11, 2030 - April 24, 2026
Berklee Achievement Scholarship
January 11, 2030 - April 24, 2026

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    uniE603 Sunshine!
    Original Composition
    uniE608 Original Composition - Custom Sample Library as Only Source
    Built entirely from custom recorded sample library of various household objects No external samples used Designed full sonic identity from raw materials