About
Thanks for dropping by. I’m Hafeed, Game Audio Designer based in Leeds, UK, originally from Libya. My dad shaped my passion for storytelling, which I now express through sound.
From picking up the guitar at 13 to graduating with a computer science degree, to moving cities and landing a job as a boom operator for a local Libyan film company, my journey in audio has been an adventure.
With time, I grew remote relationships and started working on bigger linear projects. In 2022, I was hired as a part-time remote Sound Designer and Composer at Nomadroid Studios. I saved enough money to self-fund my studies at Leeds Beckett UK. Soon after my arrival, I secured an internship with 344 Audio and worked on two AAA titles. I also shipped my first indie game with Nomadroid Studios (end of June 2024).
At present, I’m working on upcoming indie demo project as a Technical Audio Designer with a group of game developers from Canada. I’ve had the pleasure of realizing the sonic vision of an R&D project with Nomadroid Studios all while finishing my Master’s Degree in sound design.
Currently, I’m seeking a full-time position at a AAA studio where I can grow with a team and contribute my skills and knowledge to.
I aspire to write a book on game audio. I love long walks, progressive metal, cooking, poetry and old school films. my favorite games are: Red Dead Redemption 1, Battlefield 3, Alan Wake 1.
SOFTWARE EXPERIENCE: Reaper, Pro-Tools, Cubase, Wwise, Izotope RX, Unreal Engine 4/5, Metasounds, Unity, FMOD.
SKILLS: Sound Design, Field Recording , Synthesizers, Asset Management, Blueprints, Audio Programming
About
Thanks for dropping by. I’m Hafeed, Game Audio Designer based in Leeds, UK, originally from Libya. My dad shaped my passion for storytelling, which I now express through sound.
From picking up the guitar at 13 to graduating with a computer science degree, to moving cities and landing a job as a boom operator for a local Libyan film company, my journey in audio has been an adventure.
With time, I grew remote relationships and started working on bigger linear projects. In 2022, I was hired as a part-time remote Sound Designer and Composer at Nomadroid Studios. I saved enough money to self-fund my studies at Leeds Beckett UK. Soon after my arrival, I secured an internship with 344 Audio and worked on two AAA titles. I also shipped my first indie game with Nomadroid Studios (end of June 2024).
At present, I’m working on upcoming indie demo project as a Technical Audio Designer with a group of game developers from Canada. I’ve had the pleasure of realizing the sonic vision of an R&D project with Nomadroid Studios all while finishing my Master’s Degree in sound design. Currently, I’m seeking a full-time position at a AAA studio where I can grow with a team and contribute my skills and knowledge to.
I aspire to write a book on game audio. I love long walks, progressive metal, cooking, poetry and old school films. my favorite games are: Red Dead Redemption 1, Battlefield 3, Alan Wake 1.
SOFTWARE EXPERIENCE: Reaper, Pro-Tools, Cubase, Wwise, Izotope RX, Unreal Engine 4/5, Metasounds, Unity, FMOD.
SKILLS: Sound Design, Field Recording , Synthesizers, Asset Management, Blueprints, Audio Programming
Games i worked on
KoroNeko
first shipped game
Role: Sound Designer, Technical Sound Designer, Composer
"I developed the sonic vision for this game, designed all the sounds, and composed the music for it at Nomadroid Studios. The whole game took around a year and a half of development, from its early R&D phase. Read more about it by clicking on the picture."
Schodinger's Cat
ZANGA Game jam
Role: Sound Designer, Composer
"This is a quick game jam project with my colleagues at Nomadroid Studios. I designed the sound for it and composed the music."
AMPHIBIOUS HEART
Freelance ( Volunteer )
Role: Technical Sound Designer
"I am responsible for developing audio systems and implementing sound for this project, utilizing Wwise and Unreal Engine 5."
Unannounced AAA
Role: Foley Mixer
I was the foley mixer at 344 Audio for multiple characters on an unannounced project.
Unannounced AAA
Role: Audio Designer, Foley Mixer
I was the foley mixer at 344 Audio for multiple characters and the combat weapons sound designer on an unannounced project.
Project Labyrinth
Freelance ( Volunteer )
Role: Audio Designer and Technical Sound Designer
"I am responsible for designing all the audio assets for the project including multiple guns and creatures and Implement and build systems using Unity, C#, Wwise"
Games i worked on
KoroNeko
first shipped game
Role: Sound Designer, Technical Sound Designer, Composer
"I developed the sonic vision for this game, designed all the sounds, and composed the music for it at Nomadroid Studios. The whole game took around a year and a half of development, from its early R&D phase. Read more about it by clicking on the picture."
Schodinger's Cat
ZANGA Game jam
Role: Sound Designer, Composer
"This is a quick game jam project with my colleagues at Nomadroid Studios. I designed the sound for it and composed the music."
AMPHIBIOUS HEART
FREELANCE ( Volunteer )
Role: Technical Sound Designer
"I am responsible for developing audio systems and implementing sound for this project, utilizing Wwise and Unreal Engine 5."
Unannounced AAA
Role: Foley Mixer
I was the foley mixer at 344 Audio for multiple characters on an unannounced project.
Unannounced AAA
Role: Audio Designer, Foley Mixer
I was the foley mixer at 344 Audio for multiple characters and the combat weapons sound designer on an unannounced project.
Project Labyrinth
FREELANCE ( Volunteer )
Role: Audio Designer and Technical Sound Designer
"I am responsible for designing all the audio assets for the project including multiple guns and creatures and Implement and build systems using Unity, C#, Wwise"
Technical sound Design
Description
"In this tutorial, I explore how to build a hinting dialogue system using Unity, Wwise, and C#. I focus on how hinting lines can guide players to their next mission more efficiently."
Sound Effect Libraries
"Libraries that I have worked on as a sound designer from scratch, and also cleaned and restored the audio for, using iZotope RX."
Sci Fi Vehicles Vol.1
"I was the designer of 3 vehicles, building everything from scratch using Phase Plant and analog synthesizers."
Sci Fi Vehicles Vol.2
"I was the designer of two vehicles, building everything from scratch using Phase Plant and analog synthesizers."
Sci Fi Vehicles Vol.3
Contrary to popular belief, Lorem Ipsum is not simply random text.
Ilumination Designed Vol.2
"I designed all the impacts using an Electromagnetic Microphone Lite2Sound for my source sounds."
Illumination Designed vol.3
"I designed most of the impacts using an Electromagnetic Microphone Lite2Sound for my source sounds."
Master Gun Uzi
"my main role was audio cleaning and restoration using Izotope RX"
Honey Badger Sd
"my main role was audio cleaning and restoration using Izotope RX"
Master Gun Armoury Bundle
"i have cleaned and restored 85% of the guns in this bundle"
Sound Effect Libraries
"Libraries that I have worked on as a sound designer from scratch, and also cleaned and restored the audio for, using iZotope RX."
Sci Fi Vehicles Vol.1
"I was the designer of 3 vehicles, building everything from scratch using Phase Plant and analog synthesizers."
Sci Fi Vehicles Vol.2
"I was the designer of two vehicles, building everything from scratch using Phase Plant and analog synthesizers."
Sci Fi Vehicles Vol.3
Contrary to popular belief, Lorem Ipsum is not simply random text.
Ilumination Designed Vol.2
"I designed all the impacts using an Electromagnetic Microphone Lite2Sound for my source sounds."
Illumination Designed vol.3
"I designed most of the impacts using an Electromagnetic Microphone Lite2Sound for my source sounds."
Master Gun Uzi
"my main role was audio cleaning and restoration using Izotope RX"
Honey Badger Sd
"my main role was audio cleaning and restoration using Izotope RX"
Master Gun Armoury Bundle
"i have cleaned and restored 85% of the guns in this bundle"
Sound Design
Call of Duty MW3 : BAS-B Rifle Sound Redesign
I used @AftertouchAudio Gun Libraries, specifically the “SIG MCX SPEAR” for this one, All the gun Foley created for this redesign was done using the same library.
Hafeed Jraybee - Title Card
A title card i visioned and made with the help of a 3D artist friend Jaime.
Red Dead Redemption 2 - LeMant Sound Redesign
This is an audio re-design of the LeMat Revolver in Red Dead Redemption 2.
Fire Magic Sound Redesign - SpellBreak
a sound redesign challenge by Aftertouch audio from the game Spell Break.
Sound Design
Call of Duty MW3 : BAS-B Rifle Sound Redesign
I used @AftertouchAudio Gun Libraries, specifically the “SIG MCX SPEAR” for this one, All the gun Foley created for this redesign was done using the same library.
Hafeed Jraybee - Title Card
A title card i visioned and made with the help of a 3D artist friend Jaime.
Red Dead Redemption 2 - LeMant Sound Redesign
This is an audio re-design of the LeMat Revolver in Red Dead Redemption 2.
Fire Magic Sound Redesign - SpellBreak
a sound redesign challenge by Aftertouch audio from the game Spell Break.
Awards
Won Best Sound for a feature film –
Story of Godia | June 2023
“Monthly Award”
Won Best Sound for a feature film –
Story of Godia | August 2023
“Monthly Award”
Won Best Sound for a feature film –
Story of Godia | August 2023
“Monthly Award”
Won Best Sound for a feature film –
Story of Godia | August 2023
“Monthly Award”
Testimonials
Alex Gregson, MPSE
Hafeed has been working closely with our team on placement for quite some time now. has been involved in major projects including AAA video game titles as well as some major British TV shows. One of the standout moments of working with Hafeed is when we had to recreate an exact copy, as in a replica of a reference sound for a client on a AAA game. This could be a quite difficult process, but Hafeed had a large role in crafting those sounds from scratch so that they made the client happy by matching them to what they were looking for. One of the things that stood out to me about Hafeed is that he often brings a skillset you wouldn’t expect; there are certain areas of his skillset that surprised us. In particular, his use of Izotope RX, which was quite advanced, Hafeed is somebody who is very calm and collected; he brings about a sense of peace when you work with him. he will always be honest if something can or can’t be done in a specific timeframe, and he will always then deliver on that timeframe.
Owner of 344 Audio
Sound Designer and re recording mixerTyler Devon Gillis
Every project we’ve hired Hafeed challenged him in new ways, whether it be through new software he never used before, animated TV Shows, Reality TV Shows, or shows working with complicated vehicle sequences. When work was submitted for review, Hafeed was open to feedback, willing to make the requested changes, and asked questions when he did not understand some ways of working, which has saved me a lot of time and has helped me out immensely.
Owner of Aftertouchaudio
Video Games Sound Designer, Field RecordistJawharah Abdulqader
During my relationship with Hafeed, I have witnessed a hard-working and dedicated individual who is very committed, and treats co-workers with utmost respect. Not to mention, Hafeed is a very disciplined and friendly person who always showed kindness and exceptional communication skills.
CEO and Cofounder at Nomadroid
Video Games Developer, Producer.Vanessa Flores
Working with Hafeed was an absolute game-changer for my projects. His sound design chops are intuitive, punchy, and ever so importantly, story-driven. But Hafeed’s talent goes beyond just technical expertise. He’s a creative powerhouse who brings fresh ideas and a collaborative spirit to the table. what truly sets Hafeed apart is his willingness to learn and grow. He actively seeks feedback and implements it with a positive attitude. He constantly pushes his creative boundaries to explore new possibilities and add even more value to the project.