About
Hi, I'm Seb and I design sounds for video games.I love using creative audio design to deepen player immersion and create detailed narrative experiences. I always thrive in both the technical and creative spheres of our profession.Below, you can find examples of my previous work. For more, check out my Youtube, linked on the right.Outside of the audio world, I also enjoy making music, reading and long walks.Thank you for visiting my site!
Education
Software
MA Sound Design for Video Games
Thinkspace Education
University of ChichesterBA(hons) Music Production
BIMM Bristol
University of Sussex


PREVIOUS WORK
Sentinel's Revenge
MA assignment
The final major project for my MA, executed iteratively over the course of 3 months with extensive planning. Assets were designed in Reaper and implemented using Wwise and Unity.My overall creative vision for this project was to augment and enhance the simplistic art style and primitive gameplay of the project with detailed and realistic sound design that adds depth to the player experience. This meant taking cues from AAA titles with regards to implementation strategies, and imagining additional details that aren’t present in the visual design.
Unreal Engine 5 Technical Demo
MA assignment
Here I used Unreal's inbuilt Blueprints and Metasounds for audio implementation in a simple gameplay prototype. The assets were designed in Reaper and seek to evoke the player uncovering 'DNA memories' inside the dungeon.One of my goals with this project was to use audio to turn a static test area into more of a game. I imagined how the objects in the room could be used by the player to escape the room. I chose to view the area in a more ludic context which influenced my decision making with regards to implementation.
City Blocks
MA assignment
Tactile sound design and audio implementation for a simple city-building toy, using Reaper, Wwise and Unity. I sought to add more depth and a sense of reward to the game to make it more engaging to the player.
Tower Defence 2D
MA assignment
Asset design (Reaper) and implementation (Wwise, Unity) for a short Kingdom Rush clone.The intention here was to increase player immersion by finding a middle ground between the stylised but more realistic sounds of strategy games with the more cartoony, ludic sounds usually found in tower defence titles.
Knight's Tale
MA assignment
All the assets for Knight's Tale consist of home-recorded Foley using household items and my own voice. Audio edited in Reaper and implemented using Wwise and Unity.
The Blacksmith
MA assignment
Sound redesign of the 2015 Unity graphics demonstration. All audio work for this redesign was completed in Reaper.
© 2026 Seb Turner-Lee
