Sound Design Mentorship Program
Learn from working professionals who shape audio for film, games, and interactive media. This isn't a quick course—it's a year-long mentorship starting October 2025.
Your Learning Path
We've structured this program around real questions students ask at different stages. Here's what you need to know before, during, and after the program.
Before You Start
You're probably wondering if this is right for you. Most students come in with some basic recording experience but feel stuck on where to go next.
- Do I need expensive gear to start?
- What software should I learn first?
- How much time will this actually take?
- Can I keep my current job while studying?
During the Program
Around month three, students hit a wall. The techniques make sense in theory, but application feels messy. That's normal—and exactly when mentorship matters most.
- Why doesn't my mix sound professional?
- How do I handle client feedback?
- What if I'm falling behind schedule?
- When should I start building my portfolio?
After Completion
Finishing the program is just the beginning. We keep office hours open for graduates because the real work starts when you're pitching your first clients.
- How do I price my services realistically?
- Where do I find my first projects?
- What contracts should I use?
- Can I still reach out for technical help?
What You'll Actually Learn
Forget the typical "intro to sound design" stuff you can find on YouTube. This program assumes you already know how to record audio and edit basic tracks.
We focus on the gaps—the messy middle ground between knowing the tools and producing work that clients actually pay for. Think spatial audio for VR, adaptive music systems, and dialogue editing under impossible deadlines.
Months 1-3: Foundation Refinement
We start by breaking your bad habits. Most students come in with workflows that "work" but don't scale. You'll rebuild your signal chain, learn proper gain staging, and understand why your mixes sound muddy on laptop speakers.
Months 4-6: Specialized Techniques
This is where it gets interesting. You'll choose a focus area—game audio, film post-production, or immersive soundscapes. Each track has different technical demands and industry expectations.
Months 7-9: Real Client Scenarios
We throw you into simulated projects with actual constraints. Tight deadlines, vague creative direction, technical limitations. You'll learn to negotiate scope, manage revisions, and deliver under pressure.
Months 10-12: Portfolio Development
Your final months focus on building a portfolio that opens doors. Not student work—professional-grade pieces that demonstrate specific skills to specific clients. We help you identify your niche and document your process.
Who You'll Learn From
Our mentors are working professionals who still take on client projects. They teach the techniques they actually use, not outdated textbook methods.
Desmond Thorne
Lead Audio MentorFifteen years designing sound for indie games and VR experiences. Specializes in interactive audio systems and teaching students how to work with game engines without losing their minds.
Linnea Voss
Post-Production SpecialistComes from the film world where deadlines are brutal and expectations are higher. She'll teach you dialogue editing, ADR workflow, and how to make bad location audio usable.
Jasper Koenig
Technical Audio DirectorThe person you call when your audio middleware refuses to cooperate. Jasper bridges the gap between creative vision and technical implementation, particularly for spatial and immersive projects.
Ruben Ashford
Freelance MentorRuns his own sound design studio and knows the business side inside out. He'll walk you through contracts, pricing strategies, and the unglamorous reality of being self-employed.
Common Questions We Get
Organized by when students typically ask them.
Pre-Enrollment Questions
What equipment do I actually need?
A decent computer, a DAW you're comfortable with, and professional headphones. We don't require specific plugins—you'll learn principles that work across any toolset. Most students already have what they need.
Is this only for people who want to freelance?
Not at all. Some graduates join post-production houses, others work in-house at game studios. The skills translate across employment models. We cover freelancing because many students ask about it, but it's not the only path.
During the Program
What if I fall behind on assignments?
Life happens. We build buffer weeks into the schedule and offer one-on-one catch-up sessions. The program is structured to be flexible—just communicate with your mentor when you're struggling.
How much time should I expect to commit weekly?
Plan for 12-15 hours per week on average. Some weeks are lighter, others demand more time during project phases. Most students keep part-time work without major issues.
Post-Completion Support
Do you help graduates find work?
We don't place students in jobs—that would be dishonest to promise. But we do review portfolios, introduce you to our network when it makes sense, and keep office hours open for career questions.
Can I still reach out for technical help after graduating?
Yes. Alumni get access to monthly group calls where you can ask questions about current projects. We're not your free tech support forever, but we stay connected to the people who go through the program.