SargentSoundWorks
Crafting sound that tells stories, builds worlds, and brings experiences to life.
Kevin Sargent is a Canadian composer and sound designer with over a decade of experience bringing stories to life through music and sound.
His journey began in cinematic trailer music, where his compositions have found their way into promotional campaigns for some of the entertainment industry’s most recognized names, including Marvel Studios, Paramount, Universal Pictures, Warner Bros., 20th Century Studios, A24, and Activision, through placements with professional trailer music libraries.
Driven by a fascination with the power of sound to shape emotion, tension, and atmosphere, Kevin has taken that cinematic foundation into the world of interactive entertainment.
Over the past two years, he has immersed himself in game audio development, exploring the intersection of creative sound design, adaptive music, and real-time implementation using Wwise and Unreal Engine. From unsettling environmental soundscapes and visceral creature effects to dynamic musical systems that evolve with player movement and decisions, his goal is to make audio feel like a living, breathing part of the experience.
That passion recently led him to develop his own playable horror experience, taking ownership of its entire sonic identity—from original composition and custom sound effects to interactive audio systems implemented directly in-engine.
For Kevin, great audio is more than something you hear. It’s something you feel. It creates anticipation before anything appears on screen, transforms silence into suspense, and gives imaginary worlds a sense of life and presence.
He is currently pursuing opportunities as a Game Composer, Sound Designer, or Interactive Audio Designer, seeking to collaborate with creative teams who share his ambition to build unforgettable worlds and experiences.
Because the most powerful moments aren’t always the ones you see. Sometimes, they’re the ones you hear.
The screening room
Trailers, TV spots and promos carrying my music. Pick any campaign to play it. The meter beside the player reads the audio live.
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Music & sound for play
Music, sound design and implementation for interactive work, including a short horror game I created the music and sound design for.
My game
A short game for which I created the sound design and music, and implemented them within Unreal Engine.
Music
Sound design
Lead composer, sound designer, audio director and implementer
On an unannounced title. I owned the full audio pipeline, from writing the score and designing the sound to implementing it in engine. Details available on request.
How a sound gets made
One creature, from the microphone to the game. These are clips from my studio, filmed while I worked. Turn the sound on for any of them to hear that stage.
Let’s talk
game audio.
Open to full-time and contract roles as a game composer, sound designer, audio designer or technical sound designer.