Highly creative sound designer specializing in game audio, with a decade of experience learning, working, and building a career in audio design alongside a background in music production. I enjoy crafting immersive soundscapes, designing and implementing audio systems in-engine, and collaborating closely with creative and technical teams to deliver standout player experiences. I’m currently seeking an open sound design role (full-time, contract, mid-senior). I also work on indie projects and short films using sound design and music skills, and I’m passionate about mentoring young talent in audio, advocating for women in games, and supporting equal opportunities across the industry.

Sarah Sherlock

Highly creative sound designer specializing in game audio, with a decade of experience learning, working, and building a career in audio design alongside a background in music production. I enjoy crafting immersive soundscapes, designing and implementing audio systems in-engine, and collaborating closely with creative and technical teams to deliver standout player experiences. I’m currently seeking an open sound design role (full-time, contract, mid-senior). I also work on indie projects and short films using sound design and music skills, and I’m passionate about mentoring young talent in audio, advocating for women in games, and supporting equal opportunities across the industry.

Available to hire

Highly creative sound designer specializing in game audio, with a decade of experience learning, working, and building a career in audio design alongside a background in music production. I enjoy crafting immersive soundscapes, designing and implementing audio systems in-engine, and collaborating closely with creative and technical teams to deliver standout player experiences.

I’m currently seeking an open sound design role (full-time, contract, mid-senior). I also work on indie projects and short films using sound design and music skills, and I’m passionate about mentoring young talent in audio, advocating for women in games, and supporting equal opportunities across the industry.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate
Intermediate

Work Experience

Sound Designer (AAA Games) at Black Shamrock
August 1, 2025 - August 1, 2026
Worked with high-end clients to design, deliver and implement audio for two unannounced AAA RPG/action-adventure projects (PC/consoles). Designed audio assets in an industry-standard DAW, contributed across sound design and implementation, and collaborated closely with the Audio Lead on implementation into engine/middleware workflows. Actioned feedback from leads and clients to meet scope and timelines, supported asset management/documentation tasks, and maintained quality through playtesting and collecting daily feedback. Communicated production updates for planning, and created engaging player-focused audio content.
Senior Sound Designer (AAA Games) at Black Shamrock
August 1, 2025 - August 1, 2026
Designed audio assets and contributed across sound design and implementation for two unannounced AAA RPG/action-adventure projects. Worked closely with the Audio Lead to support implementation into game engines, actioning feedback from department leads and clients to meet scope and timeline. Managed asset output quality through playtesting and gathered daily team/disciplines feedback to iterate on designed content. Supported asset management and assisted with documentation where needed, while communicating production updates and planning. Created engaging player experiences through high-quality audio content and ensured consistent delivery standards.
Unreal Engine 5 / FMOD Ambient Audio Sound Designer
March 1, 2025 - July 1, 2025
Designed, prepared, and implemented ambient audio assets at a high level for gameplay and cinematics using Unreal Engine 5 and FMOD Studio. Collaborated with production and the audio team to define project-wide audio scoping and requirements.
Sound Designer & Sound Mixer (Short film) at My Zombie Apocalypse Team (2025)
January 1, 2025 - December 31, 2025
Sound design and sound mixing for a short film.
Sound Designer (Unreal + FMOD implementation)
January 1, 2025 - July 1, 2025
Designed, prepared and implemented ambient audio assets at a high level using Unreal Engine 5 and FMOD Studio for both gameplay and cinematics. Collaborated with production and audio team to define audio scoping across the project.
Sound Designer (Ambient Implementation)
January 1, 2025 - July 31, 2025
Designed, prepared and implemented ambient audio assets at a high level for both gameplay and cinematics using Unreal Engine 5 and FMOD Studio. Collaborated with production and the audio team to define audio scoping for the full project.
Sound Designer at Massey's Drive (animated short)
July 1, 2024 - August 1, 2024
Provided sound design for an animated short film.
Sound Designer (Animated short) at Massey’s Drive
July 1, 2024 - August 1, 2024
Sound design for an animated short.
Sound Designer (Animated Short) at Massey's Drive
July 1, 2024 - August 1, 2024
Sound design for the animated short 'Massey's Drive'.
Sound Designer at The Light Within (drama, short)
August 1, 2023 - December 1, 2023
Provided sound design for a drama short film.
Sound Designer (Short film) at The Light Within
August 1, 2023 - December 1, 2023
Sound design for a drama short.
Sound Designer (Drama Short) at The Light Within
August 1, 2023 - December 31, 2023
Sound design for the drama short 'The Light Within'.
Sound Designer at Luna Abyss
October 1, 2022 - February 1, 2025
Helped define the game’s audio vision with the Creative Director, Art Director, and Lead Game Audio Designer. Delivered high-quality sound effects across large areas of the game with minimal direction. Defined and applied audio workflows and pipelines for the development team. Designed, prepared, and implemented SFX and ambience in-engine with audio middleware, and balanced audio levels throughout projects. Collaborated with art/design/tech teams to ensure audio systems were implemented correctly and worked with production to define audio schedule tasks and goals.
Sound Designer / Lead support at Luna Abyss
October 1, 2022 - February 1, 2025
Helped define the game audio vision with the Creative Director, Art Director and Lead Game Audio Designer. Delivered quality SFX for large areas of the project with minimal direction. Defined and applied audio workflows and pipelines for the development team. Designed, prepared and implemented high-quality SFX and ambience for use in-engine with audio middleware, balanced audio levels throughout projects, and collaborated with art, design and tech teams to ensure correct audio system implementation. Coordinated with production on tasks and goals for the audio schedule.
Sound Designer / Lead contributor (Audio Vision & Implementation) at Luna Abyss
October 1, 2022 - February 28, 2025
Helped define and communicate the game audio vision with the Creative Director, Art Director and Lead Game Audio Designer. Delivered quality SFX for large areas of the project with limited direction. Defined and applied audio workflows and pipelines for the development team. Designed, prepared and implemented high-quality sounds (SFX and ambience) for use in-engine with audio middleware. Balanced audio levels across projects and collaborated with art, design and tech teams to ensure audio systems were implemented correctly. Worked with production to define audio schedule tasks and goals.
Dialogue Editor / Sound Designer + Asset Creation at EA (The Sims 4)
April 1, 2022 - August 1, 2022
Edited dialogue to a very high standard using Izotope RX. Selected best takes to convey actor performance and correct emotional context. Learned EA proprietary tools for implementing dialogue with animation and synced with the EA team to ensure timely, standards-compliant deliveries.
Dialogue Editor (Implementation support) at The Sims 4
April 1, 2022 - August 1, 2022
Edited dialogue to a very high standard using iZotope RX, selecting best takes that preserve actor performance and correct emotional context. Learned EA proprietary tools for implementing dialogue with animation, and synced with the EA team to ensure on-time delivery and quality standards.
Dialogue Editor / Sound Design Asset Creation at Various projects
April 1, 2022 - August 1, 2022
Worked on dialogue editing and sound design asset creation across multiple titles including The Sims 4 (dialogue editing/implementation support) and other games/projects requiring asset creation. For The Sims 4: used iZotope RX to edit dialogue to a very high standard, selected best takes to match actors' performance and emotional context, supported learning EA proprietary dialogue tools, and synced with EA team to ensure on-time deliveries. For other games: created sound design assets as required.
Sound Designer / Audio vision owner at Sheep Tag 2
December 1, 2021 - March 1, 2022
Defined the audio vision of the game with the game director, and solely designed and delivered high-quality audio assets for the entire game.
Sound Designer / Music & Audio for Short Films at Frame It Productions; Pitstop Productions; Lunar Wolf Studios; Solarins 2 Productions; Little Glass Pictures; Windmill Lane Recording Studio; Crime Room Podcast; War Ducks Ltd; Romero Games; Bonsai Collective
June 1, 2021 - Present
Designed sound and music for short films by applying principles of visual storytelling and the emotional role of sound/music in film. Delivered and mixed audio reflecting tension, mood, and pacing. Film credits include: Mask (Sound Designer and Composer), The Land (Composer), Wishing... (Composer). Also worked on games and other audio projects including sound design and asset creation for Paleo Pines, NeuronNet: Mendax Proxy, Simons Cat Story, Knights of Honor II: Sovereign, House of Golf 2, Sheep Tag 2, and multiple indie/VR and podcast projects; contributed to dialogue editing and in-engine audio asset creation where required.
Sound Designer (Assets) / Dialogue Editor at Multiple studios & projects
June 1, 2021 - August 6, 2026
Maintained strong relationships with directors and production personnel across short and game projects, tasked with designing sound and music for short films and game asset work. Delivered sound design and mixing aligned with visual storytelling: tension, mood and pacing. Game audio work included dialogue editing and sound design asset creation for multiple games.
Sound Designer / Composer / Game Audio Asset Creation (Various)
December 1, 2020 - March 1, 2022
Multiple roles across games, film, and audio work including: Paleo Pines (Sound Design Asset Creation), Baldur’s Gate 3 (Dialogue Editor), NeuronNet: Mendax Proxy (Sound Design Asset Creation), Simons Cat Story (Sound Design Asset Creation), Knights of Honor II: Sovereign (Dialogue Editor), House of Golf 2 (Sound Design Asset Creation), Sheep Tag 2 (defined audio vision and designed/delivered audio assets), and additional composer/sound designer roles across VR/indie projects.
Sound Designer / Dialogue Editor (Games)
June 1, 2020 - April 1, 2022
Worked on multiple game audio and dialogue-related projects, including asset creation and dialogue editing/implementation. Notable credits include Paleo Pines (Sound Design Asset Creation), Baldur’s Gate 3 (Dialogue Editor), NeuronNet: Mendax Proxy (Sound Design Asset Creation), Simons Cat Story (Sound Design Asset Creation), Knights of Honor II: Sovereign (Dialogue Editor), and House of Golf 2 (Sound Design Asset Creation).
Studio Assistant / Recording Studio Runner (Front of House) at Windmill Lane Recording Studio
September 1, 2017 - January 1, 2018
Set up the studio and assisted student and commercial recording sessions. Managed booking system for recording equipment, studios, and musical instruments. Acted as front of house/point of contact for tourists and walk-ins, and managed a workshop on 3D audio during open days.
Studio Assistant / Front of House / 3D Audio workshop support at Dublin (Recording studio environment)
September 1, 2017 - January 1, 2018
Assisted with setting up the studio and supporting student and commercial recording sessions. Managed booking systems for recording equipment, studios and musical instruments; handled front-of-house and point-of-contact duties for tourists/public walk-ins. Managed a workshop on 3D audio during open days.
Setting up studio, assisting recording sessions (Work Experience/Runner) at Windmill Lane Recording Studio
May 1, 2017 - January 31, 2018
Assisted with studio setup for recording sessions, managed booking system for equipment/studios/musical instruments, and served as front-of-house point of contact for tourists/public walk-ins. Managed a workshop on 3D audio during open days.
Composer at The Crime Room (true crime podcast)
January 1, 2017 - February 1, 2017
Composed music for a true crime podcast episode/series.
Composer (True crime podcast) at The Crime Room
January 1, 2017 - February 1, 2017
Composed music for a true crime podcast.
Sound Designer / Composer (Short Films and Series) at Frame It Productions / PitsTop Productions / Songway Films / Little Glass Pictures / TV3 Production (assistant)
January 1, 2017 - August 1, 2022
Produced sound design and/or music and mixing for multiple short films, including work as Sound Designer and Composer for 'Mask' (thriller, short). Composed for 'The Land' (action/drama, short) and 'Wishing...' (drama/romance, short). Also contributed to other projects including film and animation sound design, VO editing/production tasks, and post-production assistance on TV3.
Sound Designer and VO Recorder at 'Sneaky Bears' (mobile VR game)
May 1, 2016 - July 1, 2016
Provided sound design and voice-over recording for a mobile VR game.
Sound Designer & VO Recording at Sneaky Bears (mobile VR game)
May 1, 2016 - July 1, 2016
Sound design and voice-over recording for a mobile VR game.
Composer at The Crime Room
May 1, 2016 - July 31, 2016
Composed for the true crime podcast 'The Crime Room'.
Composer at One But Myself 2016 (horror/drama series)
January 1, 2016 - Present
Composed music for a horror/drama television series.
Composer (Horror drama series) at One But Myself 2016
January 1, 2016 - December 31, 2016
Composed for a horror drama series.
Sound Designer and VO Recording at Sneaky Bears
January 1, 2016 - July 31, 2016
Sound design and VO recording for the mobile VR game 'Sneaky Bears'.
Composer / Sound Designer at An Open Window (horror short)
July 1, 2015 - October 1, 2015
Composed music for an original horror short film (2015).
Work Experience / Studio Runner at MSC Sound + Music for Interactive Games
May 1, 2015 - July 1, 2015
Studio work experience supporting sound/music production for interactive games.
Composer (Horror short) at An Open Window
May 1, 2015 - October 1, 2015
Composed for a horror short.

Education

BA (Hons) Degree Music Production at Leeds Beckett University / Leeds, United Kingdom
January 1, 2020 - January 1, 2020
Higher Diploma - Music Production for Games at Pulse College / Dublin, Ireland
January 1, 2017 - January 1, 2017
Higher Diploma - Music Production for Games at Griffith College / Dublin, Ireland
January 1, 2015 - January 1, 2015
Music Production (for Games) Higher Diploma at Pulse College
January 1, 2017 - January 1, 2019
Music Production (Bachelors / Hons) - BA (Hons) Degree at Leeds Beckett University
January 1, 2018 - January 1, 2020
at Griffith College
January 1, 2015 - January 1, 2016
BA (Hons) Music Production at Leeds Beckett University
January 11, 2030 - January 1, 2020
Higher Diploma - Music Production for Games at Pulse College
January 1, 2017 - August 6, 2026
BSc/BA (Hons) Music Production at Griffith College
January 1, 2015 - August 6, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment