Creating soundscapes that support the story.

Prosody Media designs sound across games, streaming, and narrative media, focused on ambience, texture, and effects that support performance and storytelling.

This is a good fit if…

  • Projects require sound design for environments, ambient worlds, spatial audio, or reactive soundscapes.

  • SFX design is needed for action, interaction, UI, and moment-to-moment feedback.

  • Standalone sound packs or modular assets libraries are needed for reuse in games, tabletop RPGs. or content creation workflows.

  • Music composition is needed for themes, intro sequences, loops, and soundtracks.

  • Audio implementation using middleware or engine integration tools like Wwise or Unreal.

Sound is experienced across multiple contexts.

Sound design operates across environments, interactions, and systems that shape how content is experienced. It can function as ambience, feedback, or interactive behavior depending on the medium.

It often spans both linear formats (narrative, film, VO) and interactive systems (games, streaming, live content), each with different requirements for timing, responsiveness, and integration.

In practice, it’s less about individual sounds and more about how those elements work together across space and interaction.

Design audio for engagement and immersion.

I approach sound design as a combination of asset creation, layering, and system behavior, with a focus on producing clear, usable audio for both linear and interactive contexts. Work can range from standalone assets to fully integrated systems, depending on the needs of the project.

This includes:

  • Environment and ambience design for scenes, worlds, and continuous playback

  • SFX design for action, interaction, and UI feedback

  • Music composition for themes, loops, and supporting material

  • Asset organization and delivery for reuse across projects

  • Implementation in Wwise, Unreal Engine, or other audio systems when required

How does collaboration work here?

Projects begin with a short conversation to define scope, format, and how the sound will be used—whether for linear playback, interactive systems, or standalone assets. Early work focuses on understanding the context, technical requirements, and overall tone of the project.

From there, work moves through asset creation, review, and refinement, with delivery structured around how the audio will be implemented or used. This may include standalone files, organized libraries, or integration into engine or middleware systems.

Communication stays direct, and timelines are set based on project scope and iteration needs.