π§ Conor Dawson β Game Audio Engineer & Sound Designer
π Immersive Soundscapes | Game Audio Implementation | Foley & SFX Production
π§ About Me:
I'm a game audio engineer and sound designer focused on creating immersive, responsive soundscapes for interactive media. My work combines sound design, technical implementation, spatial audio, Foley, and dynamic mix systems across Unreal Engine, Unity, FMOD, Wwise, and MetaSounds.
I've contributed to FPS and platformer projects, designing everything from weapon audio and Foley to UI feedback, ambience, adaptive music, and interactive mix behaviour. My approach balances creative sound design with practical in-engine implementation, ensuring audio feels polished, readable, and connected to gameplay.
πΉ Game Audio Projects:
πΉ Vector Breach — Unreal Engine 5 FPS Audio Showcase
A fast-paced sci-fi FPS prototype built as a full audio redesign and implementation project.
β’ Rebuilt the project audio using MetaSounds, Blueprints, Sound Classes, Sound Mixes, and Submix routing.
β’ Designed and implemented weapons, reloads, Foley, footsteps, impacts, UI, ambience, and music events.
β’ Created indoor / outdoor reverb behaviour using convolution and algorithmic reverb systems.
β’ Implemented dynamic mixing, environmental ducking, low-health mix behaviour, and final limiter control.
β’ Balanced the final gameplay mix using Unreal Audio Insights and external loudness checks.
πΉ InnerSpace — FPS
A fast-paced sci-fi shooter set inside the human body.
β’ Full audio design including weapons, environments, enemies, UI, and ambience.
β’ Implemented adaptive music and SFX using FMOD and Unity.
β’ Coded dynamic audio triggers in Unity for responsive gameplay feedback.
πΉ Explorer — 2D Platformer
An adventure-exploration game built in Unity.
β’ Designed ambient layers, UI sounds, SFX, footsteps, hazards, and music stingers.
β’ Used FMODβs interactive audio tools for dynamic soundscapes.
β’ Focused on enhancing atmosphere through adaptive environmental audio.
πΉ Unreal Engine 5 + Wwise — Upcoming
A project in development showcasing advanced 3D spatialisation, adaptive audio, and interactive sound systems using Wwise and Unreal Engine 5.
π§ Sound Packs & Foley Libraries:
I also create original SFX libraries and Foley collections for use in games.
Sonic Realms β AudioLabs available here:
https://drive.google.com/file/d/1-pRcLStszG7XSuoMkhBfkE_dxU-XMzm7/view
β Sci-Fi SFX β Energy weapons, futuristic UI, impacts, and alien ambiences
β Foley Libraries β Footsteps, movement, impacts, cloth, and physical interactions
β Game-Ready Packs β Optimised for Unity, Unreal Engine, FMOD, and Wwise workflows
π Tools & Skills:
DAWs: Ableton Live, Pro Tools, Logic Pro
Middleware: FMOD, Wwise
Engines: Unity, Unreal Engine 5
Unreal Audio: MetaSounds, Blueprints, Sound Classes, Sound Mixes, Submixes, Audio Insights
Sound Design: Foley recording, synthesis, layering, editing, weapon audio, UI, ambience, and adaptive systems
Audio Programming / Implementation: Unity C#, Unreal Blueprints, interactive audio logic, dynamic mix behaviour
π€ Letβs Connect:
I'm open to freelance, contract, or in-house game audio roles.
If youβre looking for sound design, technical audio implementation, Foley, or interactive audio systems, feel free to get in touch.
π§ Email: conordawson92@gmail.com
π Portfolio: conordawson.site
πΊ YouTube Demos: youtube.com/@conordawson8721