Jordan Collins

Resume

Player 1United Kingdom

Jordan Collins

Sound Designer | Game Audio & Implementation

  • 06+Years
  • 05Credits
  • 2022Nominee
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Professional summary

File 01

Sound Designer with 6+ years of professional game-audio experience across AAA, AA and live-service development, specialising in original sound design, implementation and interactive audio for gameplay, characters, enemies, abilities, environments, UI, Foley and systemic content.

Contributed to high-profile projects including Fortnite, Silent Hill 2 (2024), Cuphead and The Ascent, working collaboratively with audio leads, designers, programmers and other development disciplines across established production pipelines. Experience includes extensive live-service production with Epic Games, including major crossover content developed with Disney, alongside full development-cycle experience on The Ascent.

Experienced across the audio pipeline from field recording, Foley, synthesis and source creation through editing, implementation, in-engine iteration, mixing and final delivery, with hands-on Unreal Engine experience using Sound Cues, Blueprints and MetaSounds. Background in music production and performance brings a strong sensitivity to tone, timing, dynamics and mix balance.

Selected credits

Professional experience

2020 to 2026Contract

Sweet Justice Sound

Sound Designer

Contract and freelanceJune 2020 – October 2026

  1. Designed, edited, implemented and iterated audio across AAA, AA and live-service projects, with audio leads, designers, programmers and other disciplines.
  2. Contributed to Epic Games projects with the Fortnite team, including major crossover content developed with Disney.
  3. Created game-ready audio for gameplay, characters, enemies, creatures, abilities, emotes, environmental props, cosmetics, UI, ambiences, Foley and systemic content.
  4. Implemented and iterated in Unreal Engine with Sound Cues, Blueprints, MetaSounds and gameplay-driven audio logic.
  5. Designed interactive and systemic audio driven by gameplay events, states and player interaction.
  6. Captured original source through field recording and Foley, combined with libraries, synthesis, layering and signal processing.
  7. Tested through in-engine reviews and playable builds, and fixed implementation, playback and mix issues.
  8. Mixed gameplay audio, dialogue, ambience, Foley and effects for clarity, dynamics and readability.
  9. Kept assets, names, technical standards and documentation in order inside large production pipelines.
  10. Worked across audio, design, animation, technical art and engineering.
  11. Contributed across the full development cycle of The Ascent, through production, iteration and release.
  12. Shipped work includes The Ascent, Silent Hill 2 (2024) and Cuphead, plus live-service work on Fortnite and further projects under NDA.

Tools

Loadout
  • Unreal Engine

    Sound Cues, Blueprints, MetaSounds, gameplay-driven implementation, spatialisation and attenuation.

  • DAWs

    Reaper, Pro Tools, Logic Pro.

  • Audio tools

    Soundminer, iZotope RX and professional plug-in workflows.

  • Middleware

    Wwise, working familiarity.

  • Version control

    Perforce.

  • Production

    Jira-style task tracking and remote workflows.

  • Recording

    Field recording, Foley, dialogue and bespoke source.

Award

Unlocked

Golden Reel Award nominee

Outstanding Achievement in Sound Editing: Game Audio. The Ascent.

Education

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  1. Falmouth University, Cornwall

    BA (Hons) Music, graduated 2017.

  2. BIMM Brighton

    Foundation year and the first year of undergraduate study, then a transfer to Falmouth to finish the degree.

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