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

Trinity Dwellers

Sound Designer · 2023

Sound design for a narrative puzzle game: layered ambience, reactive foley, and a score that shifts with the story.

  • Reaper
  • MIDI
  • Foley
ASPHYXIA

ASPHYXIA

Sound Designer · 2023

Tense, claustrophobic audio for a horror game. Every creak and breath designed to unsettle.

  • MuseScore
  • Reaper
  • Foley
Masquerade Murder Night

Masquerade Murder Night

Sound Designer / Audio Engineer · 2024

Full audio pipeline for a mystery game: original score, adaptive FMOD integration, and Unity scripting.

  • MuseScore
  • Reaper
  • Logic Pro
  • FMOD
  • Unity
  • C#
The Fool

The Fool

Sound Designer / Audio Engineer / Programming · 2024

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