I will create custom sound effects and Foley for your game or film

I will create custom sound effects and Foley for your game or film

About this gig

I will create custom sound effects and Foley for your game or film, designing original, screen-accurate audio that makes every footstep, impact, and ambience feel real and intentional.

What you get

Every order is built from the ground up for your specific project. Nothing is pulled from a generic stock library and re-labeled. You receive:

  • Original sound effects designed to your brief: impacts, whooshes, UI clicks, magic and sci-fi elements, weapons, vehicles, creatures, explosions, and one-shot or looping ambiences.
  • Performed Foley recorded by hand: footsteps on different surfaces, cloth and gear movement, props, page turns, door handles, keys, glass, and any tactile motion your scene needs.
  • Cleaned, edited, and mixed files that are de-noised, trimmed, level-matched, and ready to drop straight onto your timeline or into your engine.
  • Source delivery in the format you ask for: 48kHz/24-bit WAV is the default, with stereo or mono variants, plus MP3 reference copies on request. 96kHz capture is available when you need headroom for pitch and time stretching.
  • Game-ready exports when relevant: tightly trimmed one-shots, seamless loops, and grouped variation sets (for example, several footstep takes so repeated triggers do not sound robotic).
  • A clear file-naming convention and folder structure so a large batch of cues stays organized and easy to import.
  • A short delivery note explaining what each file is, how it was made, and any suggestions for how to place or layer it.

If you have a cue sheet, an asset list, or a rough edit, I work directly against it so each effect lands exactly where it belongs.

Plans

TierScopeBest for
BasicA small set of custom sound effects or Foley cues from your brief, delivered as edited WAV files with one round of revisions.A handful of specific sounds, a short scene, or a prototype that needs real audio fast.
StandardA larger batch of designed effects and performed Foley, organized and named, with looped and one-shot variants where needed and two rounds of revisions.A full level, a short film sequence, a trailer, or a vertical slice that needs a cohesive set of sounds.
PremiumA comprehensive sound pass across your project: layered hero effects, full Foley coverage, variation sets for repeated actions, engine-ready exports, and extended revisions.A finished game build, a complete short film, or any project that needs a polished, consistent audio identity end to end.

Exact quantities, surfaces, and turnaround are confirmed in writing before I start, so you always know precisely what is included in your tier.

How it works

  1. You share the brief. Send a description, reference clips, a cue list, gameplay footage, or a rough cut. The more I can see and hear, the more accurately I can match the feel you want.
  2. We align on scope. I confirm the list of cues, the style, the deliverable format, sample rate, and the timeline. Anything ambiguous gets clarified up front so there are no surprises.
  3. I design and record. Synthesized and processed effects are built in the box; physical Foley is performed and recorded with real props and surfaces. Many cues are layered from multiple sources for depth and impact.
  4. I edit and mix. Each sound is cleaned, trimmed, level-matched, and placed against your reference so it sits correctly in context rather than just sounding good in isolation.
  5. You review. You receive the files plus a delivery note. You check them against your project and flag anything that needs adjusting.
  6. I revise. Within your tier's revision rounds, I tune timing, tone, weight, and layering until each cue does its job.

Why choose this

Sound effects and Foley are the difference between footage that looks finished and footage that feels finished. A sword swing without the right whoosh and impact reads as empty; a character walking across a room with no cloth, no footstep weight, and no surface character feels weightless and fake. I focus on that tactile realism, designing audio that supports the picture or the gameplay instead of competing with it.

Because everything is made for your project, the sounds fit your world rather than clashing with it. Custom Foley means footsteps that match the actual surface on screen, gear that matches the actual costume, and props that match the actual action. Custom design means sci-fi and fantasy elements that match the tone you have set rather than a generic preset everyone else is using.

I also build with the practical realities of post-production and game engines in mind: clean edits, sensible naming, seamless loops, and variation sets so your implementation stays smooth and your players or audience never notice the seams.

Who it's for / use cases

  • Indie game developers who need footsteps, UI sounds, weapons, abilities, and ambiences that feel cohesive across a build.
  • Filmmakers and video editors finishing a short film, scene, or trailer that needs realistic Foley and punchy effects.
  • Animators and motion designers who need every movement, transition, and impact to have matching sound.
  • Content creators and ad makers who want a polished, professional audio layer that lifts production value.
  • Sound-replacement work, where a rough or temp track needs to be rebuilt with proper custom material.

FAQ

Q: Are these original sounds or stock library effects? Every cue is created specifically for your order, either designed in software or performed and recorded as real Foley. You are not paying for relabeled stock.

Q: What file formats do you deliver? The default is 48kHz/24-bit WAV, with mono or stereo variants and MP3 reference copies on request. 96kHz is available when you need extra headroom for processing. Let me know your engine or editing software and I will match its requirements.

Q: Can you match a specific reference or existing scene? Yes. Send reference clips, a temp track, or footage, and I design against it so the result fits the tone and timing you already have in mind.

Q: Do you provide loopable and game-ready files? Yes. I deliver seamless loops, tightly trimmed one-shots, and grouped variation sets for repeated actions so triggered sounds do not feel repetitive in an engine.

Q: How do you handle revisions? Each tier includes a set number of revision rounds. You flag what needs adjusting in timing, weight, tone, or layering, and I refine the cues until they work in context.

Q: Can you work to a cue sheet or asset list? Absolutely. If you provide a list, I work cue by cue against it and name the files to match, which keeps large batches organized and easy to import.

Q: Do you do full Foley coverage for a film? Yes, full footstep, cloth, and prop passes are part of the Premium scope. For smaller needs, individual Foley cues fit within Basic or Standard.

Q: What do you need from me to start? A clear description of the sounds you want, plus any footage, references, or a cue list. The more context you share, the more accurately the final audio will match your vision.

Reviews4.5(6)

  • @pixel07
    ★★★★★5

    Brilliant. Asked for creature growls and breathing for a horror scene and what he sent back genuinely creeped out my whole team.

  • @eli_l
    ★★★★★5

    He recorded actual Foley for our footstep set across gravel, wood and water and delivered clean, layered files I could drop straight into the engine.

  • @norastudio
    ★★★★★3

    The sound effects were usable and he delivered everything, but a couple of the UI clicks felt a little generic and needed me to ask for revisions to get them right.

  • @kailabs
    ★★★★4

    Good custom sfx pack overall, the door creaks and ambient drips were great. Took one extra round to get the explosion sounding heavy enough, but he was happy to tweak it.

  • @sam_c
    ★★★★★5

    The footstep and cloth-rustle Foley he made for our indie game blended right in with the rest of the mix. Sounds like a real person moving around, not a stock library.

  • @mayav
    ★★★★★5

    Needed a punchy sword-clash and a few magic whooshes for a short film and he nailed the tone on the first pass.