Thornton Prime
Thornton Prime
technical sound designer

Thornton Prime

technical sound designer & composer
for video games



Hello, I'm Thornton Prime, a technical sound designer and composer for video games.

I am comfortable in every stage of the audio pipeline for video games.
I have experience in:

  • Audio Programming (C, C#, & Visual Languages)
  • Audio Implementation
  • SFX Creation & Foley Recording
  • Audio & VO Editing / Cleanup
  • Music Composition

And in these softwares:

  • Ableton
  • Pro Tools
  • Logic
  • iZotope RX6
  • Sibelius
  • Digital Performer
  • Unreal 4 / Blueprints
  • Unity
  • Wwise
  • FMod
  • Max MSP & Pure Data
  • Git, SVN, & Source Control



Super Knockoff! VS

Technical Sound Designer / Audio Programmer

I'm currently working on Super Knockoff! VS, a 2d party brawler, as a Technical Sound Designer and Audio Programmer. My responsibilities include everything audio- as the only audio developer on the team, I create systems and integrate them with the game designer's systems, as well as audio integration. Having the control over how things are implemented in C#, I can control more complex logic for weapon and character sfx. I also have recorded/created all the sounds in the game.

(Music for the game was composed by AinTunez ).

Responsibilities include:

  • Audio Implementation in FMOD and Unity
  • the creation of dynamic audio systems in C# for more complex SFX / VO triggering and behavior

  • SFX creation / Foley Recording

  • Bug Fixing


BattleTech / Rip Street Audio

Contract Dialog Editor

I'm currently Editing dialog for Rob Pearsall of Rip Street Audio, the Audio Director on Harebrained Schemes' BattleTech. I've been editing multiple characters, all with hundreds of assets in Pro Tools, and touching them up in iZotope RX6. More information will be provided later in development.

Penny Blue Finds A Clue

Music, Sound Design, & Audio Programming

Penny Blue Finds A Clue is now a finalist for the IGF 2018 Best Student Game Award!

Penny Blue also won DigiPen Awards for:

  • Best Music
  • Game of the Year 2017
  • Best 2D Design
  • Best Characters

The game was made in Unreal Engine 4.15 with Wwise. I made all music and sound effects, and programmed / implemented all the assets. This project was a perfect excuse for me to stretch outside of my comfort zone in Unreal. I expanded my knowledge of the engine by making cutscenes using Unreal’s sequencer, implementing SFX, making particle effects, making my own player characters and controller classes, digging through my game’s dialog system to implement audio cues, and templatizing audio classes to speed up my implementation pipeline.


Music & Compositions


A little bit about me

I became inspired to pursue a career in audio for video games after realizing that the average life of a musician didn't interest me. I found the creative freedom and level of complexity in video games to be liberating and a fascinating challenge. As the technology in video games becomes more sophisticated, I'd like to help the storytelling side of video games grow with it.

I began making electronic music in 2007 with Digital Performer 6. Since then, I've moved onto newer DAW's and better gear, but my love for computer music has remained. Some musicians who inspire me are Akira Yamaoka, Joe Hisaishi, Claude Debussy, Radiohead, Lido, and John Coltrane.

I love cats and a warm cup of coffee. I'm an avid Twin Peaks and Neon Genesis Evangelion fan, and I love playing the original Deus Ex, Fallout: New Vegas, System Shock 2, and Team Fortress 2.


send me a message!

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