Vancouver, BC · Available for opportunities

Sound built
for story.

I’m Niki Nasiri, a sound designer creating detailed audio for film, animation, and interactive worlds.

Sound DesignerGame Audio & Post-Production Audio

Selected work · 2026

Three worlds.
One sonic point of view.

02

Post-production · Collaborative recording

Shrek

Full Post-Production Audio Redesign

Post audio

A complete post-production audio redesign created in Pro Tools, covering dialogue, sound effects, Foley, backgrounds, ambience, sound design, and the final mix.

Dialogue and selected Foley elements were recorded during collaborative studio sessions at SAE Institute Vancouver. I participated in both the dialogue and Foley recording process, including Foley performance and the creation of original sounds such as footsteps, armor and clothing movement, metal and weapon sounds.

Following the recording sessions, I independently edited and processed the recorded material and built the complete soundtrack for my version of the scene. This included dialogue editing and processing, sound design, SFX and Foley editing, backgrounds and ambience, synchronization to picture, and additional sound selection from professional sound libraries.

The dialogue was gain staged, edited, and processed using EQ and compression, with reverb, panning, and additional processing applied where appropriate for the scene. Sound effects and Foley were edited, layered, processed, and synchronized to picture to support character movement, action, environment, and perspective.

I completed the full final mix in Pro Tools, including level balancing, spatial placement, automation, processing, and overall integration of dialogue, Foley, SFX, backgrounds, ambience, and music. The original music from the film was retained to preserve the identity and character of the original scene.

Role

Sound Designer · Dialogue Editor · SFX Editor · Foley Editor · Foley Performer · Post-Production Audio / Final Mix

Collaborative recording

Dialogue Recording · Foley Recording & Performance

Tools & workflow

Pro Tools · EQ · Compression · Reverb · Audio Processing · Automation · Panning · Sound Design Tools

Work completed

Dialogue Editing & Processing · Sound Design · SFX & Foley Sourcing · SFX Editing · Foley Editing · Collaborative Foley Recording & Performance · Layering · Backgrounds & Ambience · Audio Processing · EQ · Compression · Gain Staging · Reverb · Panning · Synchronization to Picture · Mixing · Automation · Spatial Placement · Final Mix

03

Interactive audio · Unity

Unity Game Audio Project

Game Audio Sound Design & Implementation

Game audio

A complete game audio project focused on designing, processing, mixing, and implementing custom audio assets for an interactive Unity environment.

Using a pre-built Unity project provided as part of my coursework at SAE Institute Vancouver, I created the audio content for the game and integrated my finished assets into the existing audio system. My work focused on the creative and technical audio workflow rather than programming or development of the game’s underlying systems.

I sourced raw audio material from professional sound libraries and transformed it in Pro Tools to create sounds tailored specifically to the gameplay. Rather than relying on individual pre-made sound effects, I frequently combined multiple source recordings through layering, editing, and processing to build custom assets with their own character.

The sound design included gunshots, weapon sounds, explosions, impacts, footsteps, character movement, robotic movement and footsteps, character sounds, UI audio, and environmental ambience. AudioSuite processing and Pro Tools editing tools were used extensively, including time and pitch manipulation where needed to reshape source material and create sounds appropriate for different characters, actions, and gameplay events.

For the main character’s vocal reactions, I recorded a classmate’s voice and edited and processed the recordings in Pro Tools to create character vocal assets that fit the game.

I also created the game’s music in Ableton Live using a combination of selected loops and original musical elements. The loops were arranged, edited, and combined with additional original material to give the soundtrack its own identity rather than using the source material unchanged.

The audio assets were mixed and prepared in Pro Tools before being exported and integrated into the provided Unity project. Once implemented, I tested the sounds in gameplay and made additional level adjustments using Unity’s audio controls where necessary to achieve an appropriate balance in the game environment.

Role

Sound Designer · Game Audio Designer · Audio Editor · Character Voice Recordist & Editor · Music Producer · Game Audio Implementation

Tools & workflow

Pro Tools · Unity · Ableton Live · Pro Tools AudioSuite · Audio Processing · Sound Design Tools

Work completed

Game Audio Sound Design · SFX Sourcing · Layering · Audio Editing & Processing · Time & Pitch Manipulation · Gun & Weapon SFX · Explosions & Impacts · Footsteps · Character & Robot Movement Audio · Character Voice Recording & Processing · UI Audio · Environmental Ambience · Music Production & Arrangement · Mixing · Audio Asset Preparation · Unity Audio Integration · In-Game Level Balancing · Gameplay Audio Testing

About photoPortrait coming soon

About me

Making sound support the story, environment, and player experience.

I’m Niki Nasiri, a Vancouver-based Sound Designer and Audio Engineering & Music Production graduate with a focus on post-production, sound design, and game audio.

I originally came to SAE Institute Vancouver through my passion for music, but during my studies, I discovered an entirely new creative world in sound for film and games. Working with sound effects, dialogue, Foley, and interactive audio quickly became something I genuinely enjoyed — combining creativity with the technical side of audio and constantly giving me something new to explore.

My experience includes sound design, dialogue and SFX editing, Foley, audio processing, mixing, and game audio implementation in Unity, with Pro Tools as a core part of my post-production workflow.

I’m currently looking for opportunities in sound design, post-production audio, dialogue/SFX editing, and game audio, and I’m open to on-site, hybrid, and remote roles in Vancouver and beyond.

I’m always interested in learning new workflows, exploring new tools, and finding creative ways to make sound support the story, environment, and player experience.

Capabilities

Creative instinct.
Technical control.

01

Sound design

SFX Editing · Layering · Foley Editing · Foley Performance · Ambience & Backgrounds · Audio Processing

02

Post-production

Dialogue Editing · Dialogue Recording · Synchronization to Picture · EQ · Compression · Mixing · Automation · Spatial Placement

03

Game audio

Game Audio Asset Creation · Weapon & Impact SFX · Character Audio · Environmental Audio · Unity Audio Integration · Gameplay Audio Testing · In-Game Balancing

Core tools

Pro ToolsAbleton LiveUnity

Certifications & training

Built on a strong foundation.

01Avid Pro Tools Certified User — Pro Tools 101 & 110

02Avid Pro Tools 320 — Game Audio

03Ableton Live — Certification Exam, SAE Institute Vancouver

Let’s work together

Have a story
that needs a sound?

I’m open to sound design, post-production audio, dialogue/SFX editing, and game audio opportunities.