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PSYCHOLOGY-DRIVEN SOUND DESIGN

I create tailored sounds from Seattle for small to mid-sized game studios that predictably shape players' behavior.

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About

It all started with games. At age 3, I told my cousin Mickey Mouse was in the hospital so I could play Super Mario Bros. on the NES instead of watch TV. Then came more honest pursuits: a B.A. in Psychology funded by playing tennis for college followed by a Directing and Screenwriting film degree. 

I loved my sound classes, so I finished my coursework and started recording dialogue for films in Colorado. In my spare time, I practiced sound design for games and feverishly played Disco Elysium, Hollow Knight, and Dark Souls. That's how my mission to make story-driven indie games sound great and guide player with psychology was born. 

Since then, I've designed memorable sounds that tell stories and implemented them in award-winning Airborne Empire, Tearoom of Terror, Twinklebly and more. Recently, I've been featured in the Game Audio Podcast and have given several talks too. I'm here to chat about your project when you're ready. 

Sabrina directing film
Sabrina Fedele's Headshot
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Testimonials

Ryan Sim of Warner Bros.
Fred Gareau of The Wandering Band
Fred Gareau, Co-Founder
of The Wandering Band
"As Audio Director, Sabrina brought the quality of Airborne Empire’s sound design to a level we were previously lacking. She found different areas of the game that would benefit considerably from unique sounds that she then produced with great attention to detail. Those sounds added depth and character to our virtual world which helped us establish Airborne Empire’s personality."
Daniel Chipman of Sun Lion Games
Daniel Chipman, Founder of Sun Lion Games
"Sabrina is one of the most organized and professional freelancers I've ever worked with. She not only showed an impressive amount of care in how she conducted business, but also took a holistic approach to her craft to make sure there was a clear vision for the audio design for Lichgate. The planning and breakdowns she provided were top-notch and really stood out." 

"Sabrina was a really great help getting Twinkleby over the finishing line. She's a really great combination of creative, technical, and proactive that made it really easy to give her areas of ownership without any worries. I genuinely recommend Sabrina for any project that requires care and attention to audio. You will be in great hands."

Ryan Sim, Technical Audio Supervisor at Warner Bros.

Speaking

Colleges & conferences I've given popular talks at:

Roundtable about game audio communities

Game Clients

Free Resources & Newsletter

Molinare

Molinare

I was a sound designer for Molinare on an unannounced RPG

Game Audio Forge

Game Audio Forge

I was a sound designer for Game Audio Forge for an unannounced adventure game

The Wandering Band

The Wandering Band

I was their Audio Director for Airborne Empire: the sequel to the BAFTA-nominated Airborne Kingdom. It won Best City Builder at the Gameoneer Awards.

Sundew Studios

Sundew Studios

I am their Sound Designer and Audio Implementer for Tearoom of Terror, made in Unity and FMOD

Might and Delight

Might and Delight

I was an assistant sound designer who also did audio implementation and light scripting in Unity and FMOD. This was for Twinkleby (shipped)

Lichgate Series

Lichgate Series

I am the sound designer for Lichgate and Lichgate: Tower Survivor for Sun Lion Games. The latter has a demo available now.

Letterhead Series

Letterhead Series

I was the sound designer for the word games Letterhead & Letterhead 2. The latter was made for mobile and the former was released on Itch.io.

IGDA Climate SIG

IGDA Climate SIG

I was the Podcast Editor for the IGDA Climate SIG'S Doing Our Bit, which covered game developers fighting climate change with their work.

Devs: Grab my Guide for Making Great Sounding Games Below

My standard operating procedure is a guide for how to make a cohesive, satisfying soundscape based on your gameplay and story. It's like having a mini Audio Producer and Audio Director in your pocket.

My weekly newsletter shows how sound fused with psychology engages and guides your players. You can control where they look, how they prep for an attack, their associations with characters, and more.

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