I fix that.
David Delannay · Game Feel Sound Designer
No good audio yet?
Watch. Then press and listen.
That's the difference.
In practice
Where it lands depends on the game. Drag the slider.
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.
Sound design and music, shaped for what your game needs.
Built with FMOD, tested in context. No handoffs, no debugging at 2am.
Audio that nails it takes a few passes. I stay with it.