Senior Sound Designer
A designer’s ear.
A technical mind.
I design expressive sound for games, implement it in Unreal Engine and Wwise, and manage audio teams.
Selected shipped work
BATMANArkham Shadow
- VR ambience and weapon design & implementation
- Weapon mixing & dynamic ambience transitions
- Audio team management
FORTNITE
- Unreal audio co-development with Epic Games for players, teams & arenas
- Audio debugging & performance optimization
- Sound designer & contractor management
SOUTH PARKThe Fractured But Whole
- Adapted the show’s sound with South Park Studios
- Soundscape design & audio content tracking
- Audio integration across departments
Selected audio work
Best experienced with headphonesShipped game audio
Batman: Arkham Shadow
Weapon audio
Sound design · Implementation · Mixing
Shipped game audio
Fortnite
Alien arrival
Sound design · Implementation · Team collaboration
Personal sound redesign
Borderlands 3
Moze: The BFFs
Sound design & mix
Shipped game audio
Batman: Arkham Shadow
Ambience
Sound design · Implementation
Personal sound redesign
The Last of Us
Sound design & mix
Original sound design
Abstract sound design
Original audio for a silent visual test
More worlds, more stories
Destiny: Rising
Voiceover post-production · Sound Lab
Madden NFL 20
Voiceover editing, mixing & mastering
Disney Princess: My Fairytale Adventure
Audio lead
Phineas and Ferb: Across the 2nd Dimension
Audio lead
Jak and Daxter: The Lost Frontier
Sound design
Ratchet & Clank: Size Matters
Sound design · PlayStation 2
Retro/Grade
Sound effects
DreamWorks Super Star Kartz
Additional sound design
Technical work
Tools for audio production
Subtitle Generator
Challenge
Recorded dialogue and written scripts had fallen out of sync. EA commissioned me to build a subtitle tool that worked from the recorded dialogue and supported review before export.
Approach
I built two review modes around Google-generated transcription suggestions. Manual mode supported entering or editing subtitles and choosing between alternatives. Bracket mode automatically selected text and prompted reviewers to resolve questionable passages.
Output
I used Pro Tools session data to determine subtitle placement and exported the reviewed text as Frostbite-compatible XML.
Batch Media Converter
Purpose
I designed and built a lightweight media conversion tool for internal use at Sound Lab, with Mac and Windows versions. The goal was simple: open, convert, and close.
Workflow
Users can select files or whole folders, convert supported media formats, recreate the source folder hierarchy at a new destination, and choose overwrite behavior.
Design
I refined the interface with design feedback from Scott Gershin. Editable FFmpeg arguments let users paste commands for specific conversion needs.
About Haroon
Behind
the sound.
I’m Haroon, a Senior Sound Designer based in Los Angeles. I create expressive, detailed sound for games—from the atmosphere of a place to the impact of a weapon and the character of a performance.
My background spans AAA, VR, and live-service games. I bring technical expertise in Unreal Engine, Wwise, and audio tools to support the creative work, from designing a sound to making it respond in-game.
Let’s make something resonate.
pirachah@gmail.com