shuqeit.

Sound that players feel in their bones.

I design sound effects for games — the impacts, whooshes, UI ticks and cinematic hits that make an action land. I care less about clean technical delivery and more about how a moment feels the instant a player hears it.

TYPE://SOUL on Roblox
Basketball Zero on Roblox
Realm Rampage on Roblox
Azure Latch on Roblox
0.0B+
Visits across all titles
0+
Games shipped
0.0
Years in game audio

Selected work

Deathball

0.0B+

player visits on Roblox

View on Roblox
Deathball on Roblox

Basketball Zero

0B+

player visits on Roblox

View on Roblox
Basketball Zero on Roblox

Realm Rampage

0M+

player visits on Roblox

View on Roblox
Realm Rampage on Roblox

Most of it is back the same day.

  • Menus, toggles, purchases. Short, dry, pitched apart so confirm never gets mistaken for cancel and nothing grates on the four-hundredth click.

    3 layers

    • click
    • confirm
    • error
  • Wind-up, contact, body, tail — stacked and detuned per use so the tenth cast still hits like the first.

    4 layers

    • wind-up
    • contact
    • body
    • tail
  • Ambience underneath, foley on every movement, hits on the cuts. Timed to the frame, not dropped over the top.

    5 layers

    • room tone
    • foley
    • impacts
    • risers
    • sweeteners
  • Hit design, risers and the mix that makes a thirty-second cut feel like a launch.

    4 layers

    • hits
    • risers
    • whooshes
    • mix

Pricing

Flat rates per asset, quoted before work starts. No hourly billing, no surprises at delivery.

Most chosen

Layered

The moments players remember

R$ 8,000

per ability or action

  • Multi-layer action SFX
  • Variation set
  • 3 revision rounds

1–2 hours

Paid in Robux or crypto. Custom scopes quoted on request.

How it works

  1. Brief

    Same day

    You send references, scope and a deadline. We align on the feel before any sound is made.

    You
    References, scope, deadline
    Me
    A quote and a plan
  2. First pass

    1–6 hours

    Initial sound design lands the same day — a move in an hour or two, a full cutscene in an afternoon.

    You
    Green light on the plan
    Me
    First sounds, in context
  3. Revisions

    2–3 rounds

    We refine in rounds until every sound lands exactly the way it should.

    You
    Notes on what to push
    Me
    A tightened pass per round
  4. Delivery

    Same day

    Organized, game-ready files — named, normalized and dropped straight into your project.

    You
    Nothing. It's done.
    Me
    Named, normalized WAVs

Let’s make your game sound unreal.

My full works, demos and contact all live in my portfolio server. Come say hi.