
Patrick Belfort
Producer, Composer, Sound Designer
I am an Audio Director, Sound Designer, and Composer with over 17 years of experience in the game and film industries. My work spans AAA and indie games, as well as various media projects. I specialize in creating immersive soundscapes, high-quality SFX, and music that elevates storytelling and gameplay.
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I’ve collaborated with game studios, filmmakers, and creative directors to bring unique audio visions to life—handling everything from conceptual sound design and composition to full implementation using Wwise, FMOD, and Unreal Engine. My fluency across all major DAWs and middleware allows me to adapt quickly to any pipeline, ensuring audio is not only impactful but technically seamless.
Whether you’re looking to define a game’s sonic identity or bring emotional depth to a film, I bring expertise, flexibility, and a director’s ear to every project.
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Portfolio
Latest SFX Designs
Seedworld (AAA) - Sound Design Reel
A showcase of some of my latest work as Audio Producer, Lead SFX Designer, and Composer. This reel features original sound design for weapons (Pistol, Assault Rifle, Energy Sword, Stalker Bow), sci-fi tech (Hoverboard, Teleportal, Graviton Grenade), UI, and dynamic environmental ambiences—crafted to deliver immersion, clarity, and punch across gameplay.

Seedworld – Behind the SFX (Extended Breakdown)
In this extended reel, I take you behind the scenes of my sound design work for Seedworld. I explain the creative direction behind each sound—from weapons and traversal mechanics to environmental ambiences—and share how I approached design, layering, and implementation to support gameplay and immersion.
This video gives a closer look at my role as Audio Producer, SFX Lead, and Composer on the project, and how I translated the game’s vision into impactful, cinematic audio.

Compositions
Seedworld – Original Music Composition
This playlist features my original score for Seedworld (AAA), presented alongside in-game footage to highlight how the music supports atmosphere, pacing, and gameplay.
As Composer and Audio Producer, I created a dynamic soundtrack tailored to different game states and biomes, including:
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Main Theme – establishing the tone of the world with a bold, cinematic identity
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Main Menu (Calm Theme) – ambient and reflective, setting a meditative entry point
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Domination Mode – high-energy, rhythm-driven music to enhance intensity in competitive gameplay
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Sand Dune Biome (x3 tracks) – layered environmental tracks that evolve with exploration and player activity
Each piece was composed with implementation in mind, ensuring smooth transitions, adaptive layering, and cohesion with the game's overall sound direction.
Compositions


Main Menu Theme

Patrick Belfort - Main Theme Score

Patrick Belfort - Sand Dune Score #1

Patrick Belfort - Sand Dune Score #2
Narrative Piano Compositions
A collection of original solo piano works, composed and performed by me. These pieces are designed to support emotional storytelling across games and film—ranging from intimate and reflective to dramatic and cinematic.
Each track explores a different narrative arc, capturing mood and motion with subtle dynamics, evolving motifs, and expressive phrasing. Whether used for character-driven moments, cinematic cutscenes, or atmospheric exploration, these compositions are crafted to enhance immersion and emotional depth.
Other Projects
Scouts Legends – Foley Sound Design
Scouts Legends was an indie open-world RPG with survival elements, set in a richly detailed post-apocalyptic world and developed by Lynx Studio. The game emphasized deep character customization and dynamic story progression, allowing players to shape their experience through interaction and exploration.
I was responsible for the foley sound design, creating detailed, immersive audio assets for character movement, gear handling, environmental interactions, and more—ensuring the physical world felt responsive, tactile, and alive.

The Shahnameh Project – Original Score & Foley Sound Design
The Shahnameh Project was an indie open-world game developed by Lynx Studio, inspired by ancient legends and mythologies from diverse regions and cultures. The game aimed to immerse players in a rich, narrative-driven world rooted in historical fantasy.
I served as both Composer and Foley Sound Designer, crafting an original score that blended traditional instrumentation with cinematic textures, while also designing detailed foley assets to enhance realism and narrative immersion—from character movements and clothing to environmental interactions.

Composing for The Shahnameh Project
This fast-forwarded session captures my composition process for one of the tracks in The Shahnameh Project. The goal for this piece was to deliver an epic, high-energy score that elevated the intensity and scale of the game’s scene—balancing traditional influences with cinematic orchestration.
VALORANT Agents – Original Theme Series
I crafted unique theme songs for each VALORANT agent, capturing the essence of their backstories through music. By integrating local instruments and authentic sonic elements from each agent's country of origin, every track resonates with its own distinct character and cultural depth.
From intense electronic hybrids to traditional motifs, every piece is crafted to feel true to the agent's world and emotional tone. This series is a work in progress, with new themes being added as more agents are explored.
Live Song Production – Walkthrough
This video is a live-streamed session, where I walk through the production of a part of a full original song. From idea development to arrangement and sound design, this stream offers a behind-the-scenes look at my creative workflow, thought process, and production techniques in real time.

Original Electronic Music
This playlist showcases a curated selection of my original electronic music releases, highlighting a more experimental and genre-fluid side of my sound design work. While distinct from my compositions for games and films, these tracks demonstrate my versatility across musical styles.
Foley Source Audio – Raw Material for Sound Design
This playlist contains a small selection of raw, unprocessed foley recordings from my personal library. These sounds serve as source material for crafting complex SFX through layering and creative processing. While only a glimpse into a much larger collection, they highlight the importance of high-quality foley in building immersive, textured audio for games and film.
More About Me
When it comes to tools—I’m fluent in almost every major DAW you can throw at me. Reaper, Pro Tools, Ableton Live, FL Studio... I’ve used them all across different kinds of projects, and I can jump into any workflow without hesitation.
For implementation, I’m well-versed in Wwise and FMOD, and I’ve worked with both extensively to integrate dynamic audio into real-time environments. I’m also comfortable working inside Unreal Engine, and I understand how audio connects with gameplay logic, events, and optimization.
Project-wise, I know my way around Jira and Confluence for tracking and documentation. I’ve used Perforce enough to get things done smoothly—even if I still occasionally mutter under my breath when syncing.
Beyond tools, I know how to plan. I’ve led and organized large audio pipelines from the ground up—whether it’s a game or a film. From initial planning to hiring and execution, I can build a strong audio team and make sure it stays aligned with the project vision.
Communicating with team members and other departments is one of my strongest tools. I’ve collaborated closely with creative directors, design leads, UI/UX teams, and developers to make sure the sound always supports the experience—technically, artistically, and emotionally.
Whether you need a cinematic score, gritty SFX, a full audio pipeline, or just someone who knows how to speak both creative and technical—I'm here for it.
If you’ve got a project and need sound that actually means something, I'm a message away.