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 cyberpunk game cover — original music and ambiences by Laurent Mis
Sky Dust cyberpunk game cover — original music and ambiences by Laurent Mis
Silent Depths underwater game cover — music, SFX, and FMOD implementation by Laurent Mis
Silent Depths underwater game cover — music, SFX, and FMOD implementation by Laurent Mis
Afterlight Catacombs horror game cover — original score and sound design by Laurent Mis
Afterlight Catacombs horror game cover — original score and sound design by Laurent Mis
DreadStone Keep roguelike game cover — music, SFX, and Wwise implementation by Laurent Mis
DreadStone Keep roguelike game cover — music, SFX, and Wwise implementation by Laurent Mis

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