Creature vocals
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.
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.
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.
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.
Named and grouped by category, clean WAVs, any engine. Unzip the folder, drag it in, and it just works — yours for unlimited commercial projects.
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.
Under the hood: iZotope RX & Ozone · Serum 2 · Phase Plant · Kontakt & Reaktor · FabFilter Pro-Q · Wwise
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
Impacts & bone
Dread drone
Risers & ambience
Sci-fi weapons & bots
Interface
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.
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 projectA 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.
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.
Half up front, half on delivery. Files arrive named, grouped by category and ready to drop straight into your engine.
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.
Every layer of a scare in one curated pack — creature vocals, impact hits, drones & ambience, dark stingers, and UI. Score a whole horror scene from a single library.
The starter kit for a sci-fi game's audio — alien and robot creatures, metallic footsteps, lasers, loops & stingers, and interface sounds. Pay what you want, including nothing.
A focused library of footsteps and movement across surfaces — the next pack, in the studio now.
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.
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.
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.
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.
Unlimited, personal and commercial. Buy it once, use it for as long as you're making things.
No. Never required — always appreciated, and it genuinely helps a small studio.
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.
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.
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.
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 →
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.
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.
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.
Prefer plain email? TJ@neonaudiollc.com