Technically fluent sound designer with 8+ years across AAA game audio, film, and live broadcast. Covers everything from Foley and dialogue editing to SFX creation and hands-on game-engine audio implementation using Unreal Engine and Unity with Wwise and FMOD. Known for polished, production-ready assets delivered under tight deadlines across multiple pipelines, with a highly critical ear for perceptual quality—spotting artifacts and sharpening clarity, spatialization, and emotional tone. Strong remote collaborator with clear communication and spec-driven delivery.

Krystian Watts

Technically fluent sound designer with 8+ years across AAA game audio, film, and live broadcast. Covers everything from Foley and dialogue editing to SFX creation and hands-on game-engine audio implementation using Unreal Engine and Unity with Wwise and FMOD. Known for polished, production-ready assets delivered under tight deadlines across multiple pipelines, with a highly critical ear for perceptual quality—spotting artifacts and sharpening clarity, spatialization, and emotional tone. Strong remote collaborator with clear communication and spec-driven delivery.

Available to hire

Technically fluent sound designer with 8+ years across AAA game audio, film, and live broadcast. Covers everything from Foley and dialogue editing to SFX creation and hands-on game-engine audio implementation using Unreal Engine and Unity with Wwise and FMOD.

Known for polished, production-ready assets delivered under tight deadlines across multiple pipelines, with a highly critical ear for perceptual quality—spotting artifacts and sharpening clarity, spatialization, and emotional tone. Strong remote collaborator with clear communication and spec-driven delivery.

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Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner

Work Experience

Sound Designer / Audio Specialist at Meta via Teksystems
May 1, 2026 - June 30, 2026
Joined a high-volume audio research team supporting AI model training within Meta’s audio division; designed and applied professional-grade SFX to short-form video clips within a structured production pipeline. Produced labeled audio data to train and refine an AI audio-generation model, maintaining consistent creative and technical standards so SFX choices remained perceptually appropriate and contextually accurate. Collaborated remotely in a fast-paced, spec-driven workflow with strict quality benchmarks.
Audio/Dialogue Editor at GGRP Sound — Gears of War: E-Da y
April 1, 2025 - May 31, 2025
Edited and processed dialogue for the shipped triple-A title Gears of War: E-Day, meeting studio delivery standards and strict technical specs within an established AAA dialogue pipeline.
Audio Specialist at Evolution Canada
April 1, 2024 - July 31, 2025
Engineered and mixed audio for live broadcast and post-production workflows, ensuring clarity, balance, and impact. Designed and implemented Dante Level 3 audio-over-IP workflows for low-latency multi-endpoint live distribution. Performed post-production editing and mixing of recorded broadcast content; configured and operated Viper boards, ATEM routing systems, and X Air/X32 digital mixing consoles for live and studio environments. Collaborated with IT and production teams on network infrastructure.
Ad Composer at Tom Girl Sound
January 1, 2023 - Present
Composed original music for television advertising spots, creating memorable, brand-aligned tracks across multiple styles and genres. Collaborated with creative directors and producers to align musical tone and pacing to campaign objectives, delivering broadcast-ready compositions on tight deadlines.
Post Audio Mixer, Composer & Live Sound Engineer at Vancouver Canucks
October 1, 2022 - December 31, 2025
Recorded live set audio on-site at Canucks events, capturing high-quality ambient and performance sound for post-production use. Edited and mixed audio for live sports broadcasts, video features, and promotional content with a focus on clarity, balance, and emotional impact. Implemented sound design techniques including ambient layering, dialogue leveling, and special effects to create immersive audio environments; composed original music for video productions in collaboration with producers and directors. Troubleshot and resolved technical audio issues under tight broadcast deadlines.
Foley Artist & Dialogue Editor at Post Modern Sound
January 1, 2021 - December 31, 2022
Recorded, edited, and processed dialogue for triple-A game titles to ensure clarity, consistency, and production-ready quality against strict technical specs. Recorded and produced Foley effects to enhance realism and immersion in interactive game environments. Applied advanced audio processing in industry-standard DAWs to meet client creative direction and delivery requirements.
Freelance Audio Professional (Independent)
January 1, 2017 - Present
Delivered end-to-end sound design, post-production mixing, Foley recording, dialogue editing, and composing/scoring, plus live audio engineering for game, film, music, and sports media clients. Consistently delivered polished, production-ready audio assets independently and under tight deadlines, adapting quickly to client workflows and technical requirements across remote and on-site pipelines. Applied a trained critical ear to evaluate perceptual audio quality—detecting artifacts and tonal imbalances and recommending targeted improvements for clarity, spatialization, and emotional resonance. Clients include Vancouver Canucks, Post Modern Sound, Fight Or Flight, Alloy Tracks, and Evolution Canada.

Education

Audio Engineering Diploma (Pro Tools 101/110 & Ableton Certified) at SAE Institute, North Vancouver
January 1, 2019 - January 1, 2020
Dante Certification Level 3 at Audinate (Online)
July 1, 2024 - August 26, 2026

Qualifications

Audio Engineering Diploma (Pro Tools 101/110 & Ableton Certified)
January 1, 2019 - January 1, 2020
Dante Certification Level 3
July 1, 2024 - August 26, 2026

Industry Experience

Gaming, Media & Entertainment

Experience Level

Expert
Expert
Expert
Expert
Intermediate
Intermediate
Beginner

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