

sfx
Custom sound effects, atmospheric worlds, and audio implementation in FMOD and Wwise.
A weapon should feel powerful. A strange noise should make you hesitate. A small interface sound should tell you exactly what just happened.
I’m Laurent, a sound designer and composer working with indie developers. I create audio that gives your game character, makes its actions satisfying, and helps players understand the world around them—from the first sound sketches to implementation and the final mix.
10+ shipped indie games on Steam · Sound design & implementation · Remote collaboration
Selected projects featuring my sound design and audio implementation.
For every game featured below, I worked on both sound creation and implementation. These examples show how the audio supports each game’s atmosphere, interactions, and gameplay.
Hear the Sounds in Context
Spacepunk Survival
Action · Multiplayer · Sci-fi
Sound design for fast-paced multiplayer action, where impact and clarity need to work together. I handled the sound effects, audio mixing, and FMOD implementation alongside the original score.
Gameplay clip
oni station
Horror · Survival · Atmosphere
Sound design and FMOD implementation for a horror game built around a moving train, uncertain stops, and the threat of pursuit. My work covered the full audio production, bringing sound effects, atmosphere, and music into the same unsettling world.








Sky Dust
Silent Depths
afterlight catacombs
dreadstone keep
Cyberpunk Metroidvania energy — neon grit, fast combat momentum, and atmosphere built to support exploration in a decaying São Paulo.
Underwater tactical tension — turn-based strategy and roguelike exploration supported by immersive ambience and clear audio readability for long sessions.
Procedural horror pressure — claustrophobic maze navigation, torch-lit survival, and a stalking threat that demands tight suspense pacing and impactful cues.
Tactical roguelike strategy tension — turn-based decision-making and branching runs through an ancient castle, supported by pacing-forward music and punchy feedback that keeps every encounter readable.

Gameplay clip

laurent mis
contact@laurentmis.com
