Neon Audio
// Sound design · games · film · TV · Las Vegas

Bad audio makes good work
fall flat.

Custom sound design — every layer of the scene, built by hand.

Creatures, weapons, ambience, UI, the thing that isn't on any shelf — built for exactly what you're making, so your world sounds like one place. One designer, working with you directly, in Las Vegas.

Work direct with the designer Fixed quote, two revision rounds Half up front, half on delivery Any engine No AI in the audio
Why it matters

Sound is the layer nobody praises and everybody notices.

Your audience won't tell you the sound was wrong. They'll say it "felt off," bounce off your trailer, and never explain why.

And stock libraries are worse than nothing once you're pulling from four of them — different rooms, different mics, different mastering, none of it matching.

  • Mismatched sources. Four libraries, four acoustic signatures, one scene that never gels.
  • The gap you can't fill. The one creature, weapon or machine that doesn't exist on any shelf.
  • Generated filler. Cheap to get, obvious on playback, and a licensing question you don't want.
  • Time you don't have. Hours lost auditioning 400 files for the three that almost work.
Why Neon Audio
01

Made by hand

No AI in the audio, ever. Every sound is built from scratch by a person who can tell you exactly how it was made — and make you another one that matches.

02

Complete scenes

Every layer of a moment from one source — creatures, impacts, drones, stingers, UI. One room, one ear, one consistent sound. Stop stitching four libraries together.

03

Drop-in ready

Named and grouped by category, clean WAVs, any engine. Unzip the folder, drag it in, and it just works — yours for unlimited commercial projects.

Behind the sound

Studio

If you're making something good, you already know the audio isn't there yet — and you probably don't want to spend three weeks auditioning libraries to find out it still isn't. That's the part I take off your plate.

Neon Audio is one person — TJ — with a BS in Recording Arts from Full Sail and coursework in sound design for games, trained across both linear and non-linear sound: film, TV, games, interactive. Two packs shipped and live across three marketplaces, 120 sounds, every one of them built by hand. One person means you talk directly to whoever is making the sound, and nothing gets lost on the way.

Bone cracks, alien chatter, UI blips, ninety-second dread drones, a spaceship you've never heard before — it all comes out of one fully-loaded room, which is why everything you get back sounds like it belongs together. No "close enough": just the exact thing your scene is asking for.

Clean, delivery-ready files — no hiss, no surprises Sounds that don't exist yet, built from scratch Real texture, not presets Audio that reacts in-engine, not just plays Consistent across every file in the set

Under the hood: iZotope RX & Ozone · Serum 2 · Phase Plant · Kontakt & Reaktor · FabFilter Pro-Q · Wwise

Hear it

What it actually sounds like

Every clip below is from a shipped pack, grouped the way a scene needs it. Nothing sweetened for the web — this is the file you'd get. Get twelve of them, free →

Creature vocals

Growls, chitters · DreadScape + Sci-Fi Core · 0:17

Impacts & bone

Hits, breaks, metal · DreadScape · 0:05

Dread drone

Ambience bed · DreadScape · 0:28

Risers & ambience

Tension builds · DreadScape · 0:24

Sci-fi weapons & bots

Lasers, servos, doors, steps · Sci-Fi Core · 0:09

Interface

UI, alerts, computers · both packs · 0:05

// The list

Put real sound in your game tonight.

A free sampler, hand-picked from a paid pack — same masters, no watermarks, royalty-free and cleared for commercial use. One email, one download link, and that's the whole transaction.

44.1 kHz · 16-bit WAV. Royalty-free, cleared for commercial use, yours to ship.

Commissions

Custom sound design

Every sound on this page came out of one room, made by one person — 120 of them so far, across two packs now selling on itch, Fab, GameDev Market and the Unity Asset Store. The clips playing above are that work. A commission is the same hands and the same room, pointed at your project instead of a shelf.

You describe it, I build it. You're talking to the person actually making the sound, so "more bone, less metal, and it should feel wet" is a conversation — not a change request that comes back in a week, wrong.

You hear the first pass before you owe the balance, and two revision rounds are in the price: it isn't finished until it fits your scene.

A 20-sound creature kit runs about $400, delivered in two to four weeks. Need three sounds, not twenty? Say so — you'll get a smaller number. I'd rather do a small job well than talk you into a big one.

Start a project
  • Custom SFX & UI
  • Creature & monster vocals
  • Drones, risers & ambience
  • Impacts & stingers
  • Full sound-pack commissions
01

Tell me about it

A short brief — the world, the mood, whatever you've got so far. Even a rough idea is plenty to work with, and there's no commitment.

02

Get a quote

A fixed price, a timeline, and a clear list of what you'll receive — before anything starts. Two revision rounds are built into the quote, not billed on top of it.

03

Approve and ship

Half up front, half on delivery. Files arrive named, grouped by category and ready to drop straight into your engine.

What it's like when it's right

Good audio is invisible. That's the whole point.

Nobody finishes your trailer and says "great sound design." They just don't look away. The scene lands, the monster is frightening, the menu feels expensive — and none of it calls attention to itself.

You get that back as time. One conversation instead of three weeks of auditioning, and an audio problem that stops being your problem.

  • One consistent world. Every layer out of the same room, so the scene gels on the first pass instead of the fifth.
  • The sound that didn't exist. The creature, weapon or machine that isn't on any shelf — described once, then built.
  • Made by hand, and cleared. You know who made it, how, and that you can ship it. No licensing question in the back of your mind.
  • Hours back. No more auditioning 400 files for three that almost work. Say what the scene needs and go do something else.
Ready-made

Sound packs

Footsteps & Movement

A focused library of footsteps and movement across surfaces — the next pack, in the studio now.

Coming soon
◷ In production Notify me →
Free · in-browser

Audio tools

Ear Trainer

Two ear-training tests for engineers — identify a boosted or cut EQ band by ear, or name a ringing feedback frequency. Practice on pink noise or your own audio, with adaptive difficulty.

Frequency IDFeedback IDReal DSP
● Free Open →

Interval & Chord Trainer

Two ear-training tests for musicians — identify intervals (2nds through the octave, ascending, descending or harmonic) or name a chord quality (major, minor, diminished, augmented, 7ths). Adaptive difficulty, XP and a daily challenge.

Interval IDChord QualityRhodes-style synth
● Free Open →

Reactive Visualizer

A free cyberpunk-neon music visualizer — bars, scope, tunnel, HUD meters and more, reacting to your mic, a file, or a browser tab. Includes a pop-out window for OBS.

Mic · file · tabOBS pop-out
Before you ask

Questions

Can I use these sounds in a commercial project?

Yes. The packs are royalty-free and cleared for commercial use — games, film, TV, trailers, video. No credit required. Each storefront sells under its own licence, so the one you buy from is the one that governs your use; it's linked on every listing.

How many projects can I use a pack in?

Unlimited, personal and commercial. Buy it once, use it for as long as you're making things.

Do I have to credit Neon Audio?

No. Never required — always appreciated, and it genuinely helps a small studio.

Can I resell or redistribute the sounds?

No. You can ship them inside your game, film or video however you like. You can't redistribute the audio files themselves as a sound library, asset pack or sample set — that's the one line every royalty-free licence draws.

What format do the files come in?

44.1 kHz / 16-bit WAV, named and grouped into category folders, ready for any engine — Unity, Unreal, Godot, or straight into a timeline. Need 48 kHz or 24-bit for your pipeline? On commissions you get delivered at whatever spec your project runs at — just say so in the brief.

Is any of this AI-generated?

No AI in the audio, ever. Every sound is designed by hand, which is also why you can ask how one was made and get a real answer — or ask for another one that matches.

How does a commission work, and what does it cost?

Send a brief, get a quote. A 20-sound creature kit runs about $400, delivered in two to four weeks. Every project is priced individually against the brief, so you get a fixed price, a timeline and a list of deliverables before any work starts. Two revision rounds are included in the quote, not billed on top. Half up front, half on delivery. Start a project →

What if the first version isn't right?

Two revision rounds are built into the quote, not billed on top of it. Sound is subjective and the first pass is a conversation starter — it isn't finished until it fits your scene.

Where can I buy the packs?

itch.io, Fab (Epic), GameDev Market and the Unity Asset Store — links are on each pack above. Both Sci-Fi Core and DreadScape are on all four.

Let’s talk

Starting a project? Tell me about it

Tell me about your project — the world, the mood, whatever you've got so far. Even a rough idea gives me plenty to work with. Takes a couple minutes, and there's no commitment.

What do you need? * Check all that apply — or just tick "I'm not too sure yet!" and we'll figure it out together.
Add project details — all optional, helps me quote faster
Games, films, or specific sounds that nail the feeling you're after — links welcome. Even a few words on the mood help more than you'd think.
The world, the story, the mood, any weird constraints — whatever you think matters.

Prefer plain email? TJ@neonaudiollc.com