Writing a strong Sound Designer CV
Hiring managers reviewing a Sound Designer CV look for clear evidence of completed credits, production environments, and audio workflows. Your CV should name the tools you use, such as Pro Tools, Reaper, Logic Pro, Ableton Live, Wwise, FMOD, iZotope RX, and field recording equipment. Include the types of assets you create, from Foley and ambiences to UI sounds, dialogue edits, creature vocals, weapon layers, and spatial audio beds. For game roles, show implementation work inside Unity or Unreal Engine; for screen work, highlight spotting sessions, stems, mix prep, delivery specs, and collaboration with editors, composers, and dubbing mixers.
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Three things that matter most
- Separate creative sound design from technical audio implementation. A games studio will want to know whether you only deliver WAV assets or can also build events, RTPCs, states, and attenuation inside Wwise or FMOD.
- List credits with format, platform, and your exact contribution. For example, distinguish between dialogue cleanup on a short film, full sound design for a trailer, Foley editing for a series, or interactive audio systems for a Unity title.
- Reference delivery standards where relevant. Broadcast, film, and streaming clients may expect knowledge of loudness targets, stems, M&E deliverables, timecode workflows, and session handover in Pro Tools.
Skills hiring managers look for
Frequently asked
How do I write a Sound Designer CV with no professional credits?
Use student films, game jams, redesign reels, theatre productions, podcasts, or personal short scenes as evidence of your workflow. Label them clearly as self-directed or educational projects, and describe the sounds you recorded, edited, layered, mixed, or implemented. Include a showreel link near the top of the CV so employers can hear the work immediately.
Should a Sound Designer CV include a portfolio or showreel link?
Yes. A Sound Designer CV is much stronger when it links to a concise showreel, project page, or credits list. Keep the reel relevant to the role: interactive audio examples for games, dialogue and effects breakdowns for post-production, or Foley and ambience work for screen roles.
What software should I list on a Sound Designer CV?
List the tools you can use in a production setting, not every audio app you have opened once. Common examples include Pro Tools, Reaper, Logic Pro, Ableton Live, iZotope RX, Soundminer, BaseHead, Wwise, FMOD, Unity, and Unreal Engine. If you know specific workflows such as conforming, spotting, batch export, middleware routing, or loudness metering, include those too.
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