I fix that.
David Delannay · Game Feel Sound Designer
No good audio yet?
1 / 2
Watch. Then press and listen.
That's the difference.
Hear it in context
"Excellent work with David. He crafted dedicated ambient tracks that match perfectly with our game atmosphere. He also handled UI sounds giving that game feel we desperately needed."
Sound and music made by one person, so they fit together instead of feeling like a pile of assets.
Built with FMOD, tested in context. No handoffs, no debugging at 2am.
Audio that nails it takes a few passes. I stay with it.
I started as a composer, then realised the real need wasn't the music — it was how audio connected to the game. So I learned implementation. Now I do both, inside the same project, at the same time.
Playing Death's Door was the moment it clicked — not one sound stood out, but nothing felt wrong either. That kind of coherence, where the audio is woven into every room and every hit without drawing attention to itself, is what I'd been building toward without having a word for it.
Audio doesn't decorate a game. It tells the player whether to trust it.
Style depends on the game. Drag the slider — chiptune to orchestral.