
Narda Limon
Creative Technologist: audio, UI, code.
Currently: open to game audio and interactive media projects.
Eight years of piano. A degree in game audio from LaSalle College Vancouver. Four shipped games. One consistent thread: sound that serves the experience, not the other way around.
I compose, design SFX, integrate with FMOD, and write the C# that makes it all behave at runtime. When the audio director, the engineer, and the composer are the same person, things ship faster and sound more intentional.
- FMOD integration + Unity scripting
- Adaptive music systems
- Foley, SFX, original score
- Reaper · Logic Pro · MuseScore

Trinity Dwellers
Sound design for a narrative puzzle game: layered ambience, reactive foley, and a score that shifts with the story.
- Reaper
- MIDI
- Foley

ASPHYXIA
Tense, claustrophobic audio for a horror game. Every creak and breath designed to unsettle.
- MuseScore
- Reaper
- Foley

Masquerade Murder Night
Full audio pipeline for a mystery game: original score, adaptive FMOD integration, and Unity scripting.
- MuseScore
- Reaper
- Logic Pro
- FMOD
- Unity
- C#

The Fool
Audio direction, adaptive music, and C# scripting for a tarot-themed game. Sound and code in one hand.
- MuseScore
- Reaper
- Logic Pro
- FMOD
- Unity
- C#
Get in touch
Game audio, interactive media, or just want to talk sound design.
Email me