Hi. I'm Conor Dawson

Game Audio Designer

01.

About Me

Hi, I’m Conor Dawson β€” a game audio designer and sound engineer with over 10 years of experience working with sound.

My background spans music production, live mixing, and mastering, but my focus now is fully on crafting immersive, responsive sound for games. After years of honing my skills in DAWs and synthesisers, I completed a First-Class Honours degree in Music Production & Sound Engineering at Middlesex University, where I deepened my knowledge of technical audio, implementation, and interactive sound design.

Since then, I’ve worked across a range of game audio projects β€” from sci-fi shooters to stylised 2D platformers β€” building complete audio systems that cover sound effects, ambiences, adaptive music, and integration using FMOD and Unity. I love working with real-world recordings and foley, and I specialise in creating grounded, punchy sounds: footsteps, weapon reloads, mechanical systems, cinematic impacts, and everything in between.

My work is aimed at both studios and independent developers looking to enhance their worlds through sound. I bring a detail-focused approach to each project and always aim to deliver audio that’s not only technically solid but creatively compelling.

I’m open to on-site and remote workβ€” and always happy to chat about new ideas, collaborations, or opportunities where sound plays a key role.

My Audio Toolkit

Whether it’s game engines, middleware, or DAWs, these are the platforms I use to bring sound to life.

02.

Games

  • A sci-fi platformer set inside the human body, InnerSpace takes players on a microscopic journey through brainwaves, bloodstreams, and the digestive system.
  • I was responsible for the full audio pipeline β€” including detailed foley, ambient environments, SFX design, and original music composition.
  • Audio was implemented using FMOD and Unity, with interactive systems and event-based triggers coded to respond dynamically to gameplay.
  • 🎧 Want to explore the backend? Download the FMOD session here

  • πŸ•ΉοΈ Project available toΒ  download and play via Itch.io

  • A 2D platformer with a colourful, sci-fi based design, Explorer was built to demonstrate my sound design capabilities outside of 3D and first-person formats.
  • I created and implemented all the audio β€” including stylised footsteps, ambient layers, UI sounds, and a dramatic boss cutscene.
  • Using FMOD, Unity, and C# scripting, the project allowed me to refine my workflow across dynamic SFX triggering and interactive audio logic.
  • 🎧 Want to explore the backend? Download the FMOD session here

  • πŸ•ΉοΈ Project available toΒ  download and play via Itch.io

[Upcoming Project]

Currently in development using Unreal Engine 5 and Wwise, this new game pushes my skills further into next-gen tools and spatial audio.
I’m building the sound design from scratch again β€” but this time, focusing on rich 3D audio and real-time adaptive layers.
Section will be updated soon. Stay tuned!

03.

Sample Packs

Sonic Realms - AudioLabs

A curated collection of immersive sounds, Sonic Realms is built for developers and sound designers looking for unique, game-ready audio.

Every element β€” from the gentle wash of a park stream to the charged hum of a space station β€” was recorded, edited, and designed by me from scratch. The pack includes a wide range of original ambiences, stylised SFX, and foley textures, created with game implementation in mind.

πŸ—‚οΈ Format: 24-bit WAV | 48kHz

🎧 High-resolution version (32-bit / 192kHz) available on request β€” just drop me a message.

Perfect for: indie devs, game jam projects, audio students, and anyone needing detailed, original textures.

πŸ‘‰ Download Sonic Realms

Tax Code Drillers was a personal creative project β€” a hard-hitting UK drill pack built to explore the darker, cinematic side of sound design and rhythm-driven production.

The pack features entirely original content: gritty one-shots, loopable stems, and MIDI sequences β€” all designed to evoke weight, tension, and movement. While created with music producers in mind, the sound design process behind this pack directly feeds into my work in games, particularly when shaping mood, impact, and sonic identity.

πŸ—‚οΈ Format: WAV + MIDI | 48kHz
🎧 Ideal for: Producers, composers, and game audio designers exploring UK drill textures in trailers, cutscenes, or stylised games.

πŸ‘‰ Download Tax Code Drillers

04.

Experimental

Sonic Worlds: A Space Audio Experiment

A short experimental video exploring planetary movement, asteroid fields, and the deep stillness of space β€” reimagined entirely through sound.

All audio was created using a custom-built synth ensemble in Reaktor, developed specifically for this project. The result is a textured, evolving score that blends granular noise, FM tones, and sub-bass waves to evoke the drifting vastness and charged beauty of a nebula-filled cosmic landscape.

Audio Labs – Advanced Reaktor Synth

The same powerful tool used to create the video’s soundscape is now available for anyone to use. Perfect for producers and sound designers exploring new sonic territory.

Download: Get it from the NI User Library

05.

Mastering & Radio Projects

πŸ“» Beyond Music x RTL Today Radio – 50 DJ Mixes Project

As part of a large-scale broadcast initiative with Beyond Music and RTL Today Radio, I worked on a series of over 50 exclusive DJ mixes featuring artists from Luxembourg and surrounding regions.

My role included:

Crafting the signature audio jingle for the Beyond Music radio show.

Recording and editing the host’s voiceover, balancing clarity, tone, and broadcast quality.

Mastering all 50 DJ mixes to meet broadcast standards β€” ensuring each was polished, consistent, and ready for air without the need for further post-processing.

🌐 Listen to the Beyond Music Radio Show

πŸ“ Vianden Castle DJ Sets – INGENUITY (Beyond Music)

As part of the Beyond Music Collective, I worked on post-production for two live DJ performances by INGENUITY, filmed at the historic Vianden Castle in Luxembourg.

These sessions were professionally recorded on location, and I was responsible for:

Cleaning, cutting, and mastering the multi-track audio recordings.

Preparing final mixes ready to be synchronised with the video footage for YouTube publication.

Preserving the energy of the live performance while enhancing clarity and dynamics for online audiences.

🎯 Want to Work Together?

Have a project in mind or just want to connect?

Whether you’re a developer, studio, or fellow creative, I’m always open to conversations about game audio, collaborations, or new opportunities.

Feel free to reach out via the contact form, or connect with me directly:

πŸ“§ Email: conordawson92@googlemail.com

🌍 Availability: Open to remote, on-site, or hybrid work

πŸ“„ CV : Download CV