Sound designer focused on player-first audio: interactive audio, field recording, post-production, and mixing/mastering for games. Works across environment, weapons, UI, cinematics, and VO with consistent cross-team collaboration and an emphasis on narrative and tonality. Experienced in blueprints and UE-based systems, with a strong foundation in interactive audio principles and implementation in Unreal/Unity workflows. Seeks to communicate “sixth sense” audio cues that guide tone, immersion, and player understanding throughout gameplay.

Jeremiah Nestius

Sound designer focused on player-first audio: interactive audio, field recording, post-production, and mixing/mastering for games. Works across environment, weapons, UI, cinematics, and VO with consistent cross-team collaboration and an emphasis on narrative and tonality. Experienced in blueprints and UE-based systems, with a strong foundation in interactive audio principles and implementation in Unreal/Unity workflows. Seeks to communicate “sixth sense” audio cues that guide tone, immersion, and player understanding throughout gameplay.

Available to hire

Sound designer focused on player-first audio: interactive audio, field recording, post-production, and mixing/mastering for games. Works across environment, weapons, UI, cinematics, and VO with consistent cross-team collaboration and an emphasis on narrative and tonality.

Experienced in blueprints and UE-based systems, with a strong foundation in interactive audio principles and implementation in Unreal/Unity workflows. Seeks to communicate “sixth sense” audio cues that guide tone, immersion, and player understanding throughout gameplay.

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Experience Level

Expert
Expert
Intermediate
Intermediate

Work Experience

Sound Designer (Hybrid) at Starbreeze (In Sound Designer)
October 1, 2024 - Present
Running PAYDAY 3 as the sole audio designer. Responsible for interactive audio across environment, interactables, weapons, UI, and cinematics (Unreal Engine sequencer). Works in UE + Wwise, implementing systems and keeping VO and audio consistent with player expectations. Maintains cross-team collaboration with a player-centric workflow.
Sound Designer (Remote) at Remo Sound Design
February 1, 2023 - July 1, 2023
Remote sound design work including audio vision and production tasks, contributing to post-production and interactive/event-oriented audio concepts and implementation.
Principal Sound Designer at Cold Sector AB
February 1, 2023 - July 1, 2023
Principal sound designer role with ownership across audio vision and interactive/audio direction. Covered UE blueprint/system ownership, audio vision, post-production, and supported implementation and production needs with an emphasis on cohesive interactive experiences.
Sound Designer at Battlefield 2042
January 1, 2022 - February 1, 2023
Stockholm-based sound design work involving field recording, post-production, and implementation. Supported audio vision and cross-disciplinary ideation with attention to in-game events; used Frostbite engine workflows.
Sound Designer at Jade Dice
January 1, 2022 - February 1, 2023
Sound designer for Battlefield 2042. Included field recording, post-production, implementation, and cross-disciplinary collaboration for in-game events and audio systems using Frostbite engine.

Education

at Forsberg / Interactive Audio
August 1, 2020 - July 1, 2022

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment