サウンドデザイナーの職務経歴書サンプル:レベル別(2026年版)

Updated April 13, 2026 Current
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サウンドデザイナーの職務経歴書サンプル&ライティングガイド

米国労働統計局は2024年5月時点で、放送・音響・ビデオ技術者の年収中央値を$56,600と報告しており、上位10%は$104,610を超えています。しかし、ほとんどのサウンドデザイナーの職務経歴書は、この上位層の給与を引き寄せる専門性...

サウンドデザイナーの職務経歴書サンプル&ライティングガイド

米国労働統計局は2024年5月時点で、放送・音響・ビデオ技術者の年収中央値を$56,600と報告しており、上位10%は$104,610を超えています。しかし、ほとんどのサウンドデザイナーの職務経歴書は、この上位層の給与を引き寄せる専門性を伝えられていません。2034年まで年間約11,100件の求人が見込まれ、世界のゲームサウンドデザイン市場は2024年の$0.28 billionから2033年には$0.68 billionまで成長すると予測されるなか、熟練サウンドデザイナーへの需要は映画ポストプロダクション、AAAゲームスタジオ、演劇カンパニー、インタラクティブメディア代理店にまたがっています。このガイドでは、エントリー、ミッド、シニアの3レベルの完全な職務経歴書サンプルと、現在のエンターテインメント業界の採用パターンから導かれたATSキーワード戦略、プロフェッショナルサマリーテンプレート、フォーマットのアドバイスを提供します。


目次

  1. サウンドデザイナー職が重要な理由
  2. エントリーレベル サウンドデザイナーの職務経歴書サンプル
  3. ミッドレベル サウンドデザイナーの職務経歴書サンプル
  4. シニア サウンドデザイナーの職務経歴書サンプル
  5. 主要スキル&ATSキーワード
  6. プロフェッショナルサマリーの例
  7. よくある職務経歴書のミス
  8. ATS最適化のヒント
  9. よくある質問
  10. 引用・出典

サウンドデザイナー職が重要な理由

サウンドデザインは、技術的な音響エンジニアリングと創造的なストーリーテリングの交差点に位置します。オープンワールドRPGの環境音を形作る、$200M規模の映画のダイアログをミックスする、ブロードウェイ作品のドラマチックな緊張感を強化するといった仕事において、サウンドデザイナーは観客がナラティブメディアを体験する方法に直接影響を与えます。役割は単なる効果音の録音と編集から大きく進化しました。現代のサウンドデザイナーはWwiseやFMODのようなミドルウェアを使ってインタラクティブオーディオシステムを実装し、何千ものファイルを含むアセットライブラリを管理し、アニメーターやプログラマーと分野を超えて協働し、月単位ではなく週単位のプロダクションタイムラインで納品することが期待されます。

GameSoundCon 2025 Game Audio Industry Survey(654名の回答を得た最大規模の年次ゲームオーディオプロフェッショナル調査)は、正社員およびフリーランサー双方の平均収入が2023年調査と比較して約20%上昇したと報告しています。一方、ZipRecruiterは米国のサウンドデザイナーの給与は25パーセンタイル$74,500から75パーセンタイル$93,000の範囲で、上位層は年間$99,000に達すると報告しています。ゲーム分野では、AudiokineticのWwiseがAAAタイトルで支配的ミドルウェアである一方、Unityベースプロジェクトの主流はFMOD Studioで、両プラットフォームへの習熟が職務経歴書で大きな差別化要因となります。

採用担当者が数十の応募を確認する際、際立つ職務経歴書は創造的アウトプットを定量化したものです:納品アセット数、管理したプロジェクト予算、率いたチーム規模、守った締切。以下の例は、サウンドデザイン作業をATSシステムと人間のレビューアー双方が期待する指標駆動型の言語に翻訳する方法を示します。


エントリーレベル サウンドデザイナーの職務経歴書サンプル

MAYA CHEN
Portland, OR 97201 | (503) 555-0147 | [email protected]
LinkedIn: linkedin.com/in/mayachen-audio | Portfolio: mayachenaudio.com
─────────────────────────────────────────────────────────────
PROFESSIONAL SUMMARY
Detail-oriented sound designer with 2 years of experience in game
audio and post-production, skilled in Pro Tools, FMOD Studio, and
Reaper. Delivered 500+ original sound effects across 4 shipped indie
titles. Avid Certified User in Pro Tools with a portfolio spanning
interactive audio implementation, Foley recording, and dialogue editing.
─────────────────────────────────────────────────────────────
EXPERIENCE
Sound Designer
Ember Audio Collective — Portland, OR
June 2024 – Present
• Designed and implemented 280+ sound effects for 2 indie game titles
built in Unity using FMOD Studio, delivering all assets 5 days ahead
of each milestone deadline
• Recorded 40 hours of original Foley in a project studio, cataloged
into a 1,200-file asset library organized by category and metadata
tags, reducing team search time by 35%
• Mixed dialogue for 18 characters across 3,500 lines using Pro Tools,
maintaining a 98% first-pass approval rate from the narrative director
• Collaborated with a 6-person development team to integrate adaptive
audio triggers tied to 12 distinct gameplay states, improving player
immersion scores by 22% in playtesting feedback
• Reduced audio memory footprint by 15% through sample-rate optimization
and ADPCM compression, keeping the project under its 512 MB audio
budget on Nintendo Switch
Audio Production Intern
Rainstorm Studios — Seattle, WA
January 2023 – May 2024
• Edited and cleaned 150+ dialogue takes per week using iZotope RX 10
for noise reduction, de-essing, and mouth click removal across 2
podcast series with a combined 85,000 monthly listeners
• Assisted senior engineers in 14 Foley recording sessions for a
$350K short film, operating a Neumann U87 and Sennheiser MKH 416
shotgun microphone rig
• Built a 600-file SFX library from field recordings captured across
8 locations using a Sound Devices MixPre-6 II portable recorder,
delivered within a 3-week turnaround
• Performed quality-control checks on 45 audio deliverables per sprint,
flagging clipping, phase issues, and format inconsistencies that
reduced client revision requests by 28%
─────────────────────────────────────────────────────────────
EDUCATION
Bachelor of Science in Audio Production
University of Oregon — Eugene, OR
Graduated May 2023 | GPA: 3.7/4.0
─────────────────────────────────────────────────────────────
CERTIFICATIONS
• Avid Certified User: Pro Tools — Avid Technology, 2023
• Wwise-101 Certification — Audiokinetic, 2024
• FMOD Studio Fundamentals — Firelight Technologies, 2024
─────────────────────────────────────────────────────────────
TECHNICAL SKILLS
DAWs: Pro Tools 2024, Reaper 7, Logic Pro 11, Ableton Live 12
Middleware: FMOD Studio, Wwise
Editing: iZotope RX 11, SpectraLayers Pro
Game Engines: Unity, Unreal Engine 5
Recording: Sound Devices MixPre-6 II, Zoom F6
Microphones: Neumann U87, Sennheiser MKH 416, DPA 4060
─────────────────────────────────────────────────────────────
PORTFOLIO HIGHLIGHTS
• "Hollow Drift" (2024) — Indie survival game, 280 SFX + adaptive
music system, 12,000 units sold in first month
• "Paper Lanterns" (2023) — Narrative adventure, full dialogue mix
for 18 characters, featured in IndieCade Official Selection

ミッドレベル サウンドデザイナーの職務経歴書サンプル

JORDAN OKAFOR
Los Angeles, CA 90028 | (323) 555-0293 | [email protected]
LinkedIn: linkedin.com/in/jordanokafor | IMDB: imdb.me/jordanokafor
─────────────────────────────────────────────────────────────
PROFESSIONAL SUMMARY
Sound designer with 6 years of experience across film post-production,
AAA game audio, and broadcast media. Delivered audio for 3 feature
films with combined box office of $47M and 2 console game titles
reviewed at 85+ on Metacritic. Avid Certified Operator in Pro Tools
with deep expertise in Wwise implementation, surround mixing in Dolby
Atmos, and Foley production. Managed asset libraries exceeding 15,000
files and mentored 4 junior designers.
─────────────────────────────────────────────────────────────
EXPERIENCE
Sound Designer
Apex Post Studios — Los Angeles, CA
March 2022 – Present
• Designed and delivered 1,800+ sound effects for a $65M action feature
film across a 14-week post-production schedule, meeting all 6
milestone deadlines with zero overruns
• Mixed 5.1 and 7.1.4 Dolby Atmos surround soundscapes for 3 feature
films using Pro Tools Ultimate and a 64-fader Avid S6 console,
contributing to a combined worldwide gross of $47M
• Supervised a team of 3 Foley artists and 1 Foley mixer across 22
recording sessions, generating 2,400 synchronized Foley cues for a
120-minute theatrical release
• Reduced dialogue cleanup turnaround by 40% by building custom iZotope
RX batch processing chains for ADR sessions averaging 200 takes per
day
• Managed a shared SFX library of 15,000+ assets across 12 active
projects, implementing metadata standards using Soundminer that cut
search-to-use time by 50%
Game Audio Designer
Velocity Interactive — Burbank, CA
August 2019 – February 2022
• Implemented 3,200 sound events in Wwise for an open-world RPG
with a $28M development budget, covering combat, ambient, UI, and
cinematic audio across 40+ hours of gameplay
• Designed a procedural weather audio system using Wwise RTPC
parameters tied to 8 environmental variables, reducing repetitive
playback complaints by 60% in QA testing
• Collaborated with 4 programmers and 2 technical artists to integrate
real-time audio occlusion using Wwise Spatial Audio, processing
reverb across 350 distinct room geometries
• Created 450 creature vocalization assets using layered synthesis in
Ableton Live and granular processing in GRM Tools, supporting 18
enemy archetypes
• Delivered all audio milestones for 3 consecutive quarterly builds,
each containing 400-600 new or revised assets, with a QA rejection
rate below 2%
Junior Sound Designer
Bright Signal Media — San Francisco, CA
June 2018 – July 2019
• Edited and mixed audio for 35 commercial spots airing across 4
broadcast networks, working within 48-hour turnaround windows for
90% of deliverables
• Recorded sound effects at 12 exterior field locations using a
Sennheiser MKH 8040 stereo pair and Sound Devices 788T recorder,
building a 900-file proprietary SFX library
• Mixed podcasts for 3 branded content clients with a combined audience
of 250,000 monthly downloads, maintaining LUFS targets of -16 for
streaming platforms
• Assisted lead designer in preparing 5.1 deliverables for 2 short
films accepted to the Sundance Film Festival
─────────────────────────────────────────────────────────────
EDUCATION
Bachelor of Fine Arts in Sound Design
Savannah College of Art and Design (SCAD) — Savannah, GA
Graduated June 2018
─────────────────────────────────────────────────────────────
CERTIFICATIONS
• Avid Certified Operator: Pro Tools — Avid Technology, 2020
• Wwise-201 Advanced Certification — Audiokinetic, 2021
• Dolby Atmos Mixing Certification — Dolby Laboratories, 2023
─────────────────────────────────────────────────────────────
TECHNICAL SKILLS
DAWs: Pro Tools Ultimate 2024, Reaper 7, Ableton Live 12, Nuendo 14
Middleware: Wwise 2023, FMOD Studio 2.02
Consoles: Avid S6, Avid S4, Harrison MPC
Plugins: iZotope RX 11, Soundtoys 5, FabFilter Pro-Q 3, GRM Tools
Formats: Dolby Atmos, 7.1.4, 5.1, Ambisonics, Binaural
Engines: Unreal Engine 5, Unity 2023 LTS
Asset Management: Soundminer, BaseHead, Reaper SWS
─────────────────────────────────────────────────────────────
NOTABLE CREDITS
• "Iron Meridian" (2024) — Feature film, $32M worldwide gross,
sound effects editorial and Atmos mixing
• "The Sunken Archive" (2023) — AAA RPG, 85 Metacritic,
lead sound implementation in Wwise
• "Neon Divide" (2021) — Console action game, 88 Metacritic,
3,200 Wwise sound events

シニア サウンドデザイナーの職務経歴書サンプル

ALEX REEVES
Burbank, CA 91502 | (818) 555-0381 | [email protected]
LinkedIn: linkedin.com/in/alexreeves-audio | IMDB: imdb.me/alexreeves
─────────────────────────────────────────────────────────────
PROFESSIONAL SUMMARY
Senior sound designer and supervising sound editor with 12 years of
experience leading audio teams for AAA game studios, major film
productions, and immersive theater companies. Managed audio budgets
totaling $4.2M across 8 shipped titles and 5 feature films. Built and
led a 14-person sound department at a top-20 game studio. Avid
Certified Expert in Pro Tools with credits on titles grossing $310M
combined box office and 15M+ units in game sales. AES member and
frequent speaker at GameSoundCon and AES conventions.
─────────────────────────────────────────────────────────────
EXPERIENCE
Principal Sound Designer / Audio Director
Titan Games — Burbank, CA
January 2020 – Present
• Direct a 14-person audio department (8 sound designers, 3 composers,
2 dialogue editors, 1 audio programmer) across 3 concurrent AAA
titles with combined development budgets exceeding $120M
• Architected the studio's proprietary Wwise audio framework used
across all titles, standardizing 12,000+ sound events, 450 RTPC
parameters, and 85 state groups into a reusable template that reduced
new-project audio setup time by 65%
• Led audio production for a flagship open-world title that shipped
with 18,000 unique sound assets, sold 6.2M copies in its first year,
and received a BAFTA nomination for Audio Achievement
• Managed an annual audio budget of $1.8M covering licensing,
contractor fees, equipment, and studio operations, delivering all 4
fiscal years at 3-7% under budget
• Established a Foley stage and voice-over recording booth in-house,
reducing outsourcing costs by $220K annually while cutting voice
recording session turnaround from 3 weeks to 5 business days
• Implemented Dolby Atmos for Games across 2 titles, overseeing
binaural rendering on 14 platform SKUs (PlayStation 5, Xbox Series
X|S, PC, Nintendo Switch) and passing all first-party certification
requirements on first submission for 11 of 14 SKUs
• Mentored 6 junior sound designers through a structured 90-day
onboarding program, achieving a 92% 1-year retention rate versus the
studio's previous 60% average
Lead Sound Designer
Ridgeline Entertainment — San Francisco, CA
April 2016 – December 2019
• Led a team of 5 sound designers on 2 multiplayer shooter titles with
a combined 8.4M active players, designing real-time audio systems
processing 200+ simultaneous sound sources per frame
• Designed and shipped 4,800 sound assets for a hero-based shooter,
creating distinct audio signatures for 32 playable characters across
abilities, weapons, footsteps, and voice lines
• Built a procedural audio system in Wwise using 35 blend containers
and 120 RTPC curves to generate dynamic vehicle engine sounds,
eliminating 2,000 pre-baked audio files and saving 180 MB of runtime
memory
• Co-developed the studio's field recording pipeline, leading 18
recording expeditions that captured 400+ hours of source material,
building a proprietary library of 22,000 assets valued at $350K in
licensing equivalent
• Delivered audio for 12 content updates on a live-service title over
3 years, each containing 150-300 new assets, maintaining a 97% on-
time delivery rate across 36 sprints
• Reduced QA audio bug count by 45% by implementing automated loudness
testing scripts in Python that validated LUFS compliance across 4,800
assets before each build
Sound Designer
Pacific Post Group — Hollywood, CA
March 2013 – March 2016
• Designed and edited sound effects for 5 feature films with combined
budgets totaling $180M, working on stages at Warner Bros., Sony, and
Paramount
• Created 2,600 sound effects for a sci-fi franchise installment that
grossed $155M worldwide, delivering all editorial within an 8-week
window
• Mixed backgrounds and Foley in 5.1 for 3 feature films on a
Harrison MPC5 console at Pacific Post's Stage A (formerly Todd-AO
Stage 1), a dubbing stage with 48-year provenance
• Maintained and curated a 30,000-file SFX library using Soundminer
HD Plus, performing quarterly audits that identified and archived
4,200 redundant or low-quality assets over 3 years
• Trained 3 assistant sound editors in Pro Tools workflow, session
organization standards, and delivery spec compliance for major studio
theatrical releases
─────────────────────────────────────────────────────────────
EDUCATION
Master of Fine Arts in Sound Design
Yale School of Drama — New Haven, CT
Graduated May 2013
Bachelor of Music in Music Technology
New York University, Steinhardt School — New York, NY
Graduated May 2010
─────────────────────────────────────────────────────────────
CERTIFICATIONS & MEMBERSHIPS
• Avid Certified Expert: Pro Tools — Avid Technology, 2017
• Wwise-301 Expert Certification — Audiokinetic, 2020
• Certified Audio Engineer (CAE) — Audio Engineering Society, 2019
• Member, Audio Engineering Society (AES) — since 2012
• Member, Motion Picture Sound Editors (MPSE) — since 2015
─────────────────────────────────────────────────────────────
TECHNICAL SKILLS
DAWs: Pro Tools Ultimate 2024, Nuendo 14, Reaper 7, Ableton Live 12
Middleware: Wwise 2023, FMOD Studio 2.02, CRI ADX2
Mixing Consoles: Avid S6, Harrison MPC5, Neve DFC Gemini
Immersive Audio: Dolby Atmos, Auro-3D, Sony 360 Reality Audio, MPEG-H
Engines: Unreal Engine 5, Unity 6, Custom proprietary engines
Languages: Python (automation/tooling), Lua (Wwise scripting), C#
Asset Management: Soundminer HD Plus, BaseHead Ultra
Synthesis: Krotos Reformer Pro, Sound Particles, MetaSynth
─────────────────────────────────────────────────────────────
AWARDS & RECOGNITION
• BAFTA Nomination, Audio Achievement — "Shattered Horizon" (2024)
• G.A.N.G. Award Winner, Best Sound Design in a Game —
"Neon Fracture" (2022)
• MPSE Golden Reel Nomination, Sound Effects — "Signal Lost" (2015)
─────────────────────────────────────────────────────────────
SPEAKING ENGAGEMENTS
• "Scaling Audio Teams for Live-Service Games" — GameSoundCon 2024
• "Procedural Audio in Wwise: Lessons from 3 Shipped Titles" —
AES 155th Convention, 2023
• "Building In-House Foley Stages on a Budget" — Game Developers
Conference (GDC) 2022

主要スキル&ATSキーワード

エンタメ・ゲーム業界のATSは特定の技術用語を解析します。これらのキーワードを職務経歴書全体、特にスキルセクションと経験箇条書きに自然に含めてください。

技術ツール&ソフトウェア

  1. Pro Tools (Ultimate / HDX)
  2. Reaper
  3. Logic Pro
  4. Ableton Live
  5. Nuendo / Cubase
  6. FMOD Studio
  7. Wwise (Audiokinetic)
  8. iZotope RX
  9. Soundminer
  10. Unreal Engine (UE5)
  11. Unity
  12. Dolby Atmos

中核能力

  1. Sound effects design
  2. Foley recording and editing
  3. Dialogue editing / ADR
  4. Field recording
  5. Surround mixing (5.1 / 7.1.4)
  6. Interactive audio implementation
  7. Procedural audio
  8. Audio middleware integration
  9. Asset management and metadata
  10. LUFS / loudness compliance
  11. Noise reduction and restoration
  12. Audio occlusion and spatialization

専門知識

  1. Real-time audio systems
  2. RTPC parameter design
  3. Binaural rendering
  4. Ambisonics capture and playback
  5. Granular synthesis
  6. Audio memory optimization

求人を確認する際、役職がゲームオーディオ(Wwise, FMOD, Unity, Unreal)、映画ポスプロ(Pro Tools, Dolby Atmos, ADR, Foley)、ブロードキャスト(LUFS標準、短いターンアラウンド、ブロードキャスト仕様)のどれを重視するかに注意してください。それに応じてキーワード選択を調整しましょう。


プロフェッショナルサマリーの例

エントリーレベル(0〜2年)

Sound designer with 2 years of experience in indie game audio and podcast post-production, proficient in Pro Tools, FMOD Studio, and Reaper. Delivered 500+ original sound effects across 4 shipped titles and maintained a 98% first-pass approval rate on dialogue mixes. Avid Certified User with hands-on Foley recording experience and a field recording library of 600+ assets. Seeking to apply interactive audio implementation skills at a studio focused on narrative-driven games.

ミッドレベル(4〜7年)

Sound designer with 6 years of experience spanning AAA game audio and film post-production. Implemented 3,200+ Wwise sound events for a Metacritic 85+ title and mixed Dolby Atmos soundscapes for 3 feature films with $47M combined worldwide gross. Avid Certified Operator and Wwise-201 certified with expertise in procedural audio systems, surround mixing, and asset library management across 15,000+ files. Track record of delivering complex audio milestones on schedule with QA rejection rates below 2%.

シニアレベル(10年以上)

Principal sound designer and audio director with 12 years of experience building and leading teams of up to 14 audio professionals across AAA game studios, major film productions, and immersive media. Managed $4.2M in audio budgets, architected Wwise frameworks supporting 12,000+ sound events, and shipped titles with 15M+ combined unit sales and $310M combined box office. Avid Certified Expert, Certified Audio Engineer (AES), and BAFTA-nominated practitioner.


よくある職務経歴書のミス

1. 文脈なしにDAWを列挙する

「Pro Tools、Logic Pro、Reaperに習熟」と書いても採用担当者には何も伝わりません。代わりに各DAWを何に使ったかを明記しましょう:「Pro Tools Ultimateを使用してAvid S6コンソールで5.1サラウンドFoleyをミックス」または「Ableton Liveでのレイヤーシンセシスを使用して450のクリーチャー鳴き声を設計。」

2. アセット数とプロジェクト規模の省略

サウンドデザインはボリューム集約的な技芸です。「ビデオゲームの効果音をデザイン」と書いた職務経歴書はリーダーに推測させます。常に納品アセット数、プロジェクト予算またはチーム規模、ゲームプレイ時間または実行時間、プラットフォームターゲットを明記してください。

3. ミドルウェアを完全に無視する

GameSoundCon 2025調査はWwiseがAAAゲームオーディオで支配的で、FMOD StudioがUnityベースプロジェクトで主流であることを確認しました。

4. 文脈なしの一般的なポートフォリオリンクの使用

「Portfolio: www.mysite.com」というラインは、レビューアーにドキュメントを離れて自分で探索することを強います。代わりに、職務経歴書に直接2〜3の具体的なクレジットと簡単な記述を記載しましょう。

5. プラットフォーム固有の技術詳細を無視する

6. 認定資格を下部に埋もれさせる

7. 実績ではなく職務記述を書く


ATS最適化のヒント

1. 求人の用語を正確に一致させる

求人が「Audiokinetic Wwise」と書いていれば、「Wwise middleware」と書いてATSがつなげることを期待しないでください。

2. 略語は初出時にスペルアウトする

「Digital Audio Workstation (DAW)」と最初に書き、その後「DAW」を使用します。

3. クリーンな単一列フォーマットを使用

クリエイティブ業界は候補者を高度にデザインされたテンプレートに誘いますが、ATSパーサーはこれらに苦労します。

4. 専用技術スキルセクションを作成

5. ファイル形式と納品仕様を含める

「Dolby Atmos」「7.1.4」「5.1 printmaster」「48kHz/24-bit」「LUFS -16」「WAV/FLAC delivery」はATSがスキャンするキーワードです。

6. すべての経験箇条書きを定量化

7. サブ分野ごとに調整


よくある質問

サウンドデザイナーになるには学位が必要ですか?

オーディオプロダクション、音楽技術、サウンドデザインまたは関連分野の学士号は、大手スタジオのフルタイムサウンドデザイナー職の約60〜70%で要件とされています。ただし、エンタメ業界は実証されたスキルと出荷クレジットも評価します。SCAD、Full Sail University、Berklee、NYU Steinhardtのような機関のプログラム出身者が多いです。正式な学位がない場合、強いポートフォリオクレジット、業界認定(Avid Pro Tools, Wwise)、実証可能な技術スキルで代替できます。

サウンドデザイナーにとって最も重要な認定資格は?

最も認知される3つの認定資格は:Avid Certified User/Operator/Expert in Pro Tools(Avid Technology発行)、Wwise認定プログラム(Audiokinetic発行、レベル101〜301)、Certified Audio Engineer (CAE)(Audio Engineering Society発行)。

フリーランスプロジェクトを職務経歴書に含めるべきですか?

はい、出荷済みまたは公開されている作品が含まれる場合は。

サウンドデザイナーの職務経歴書の長さは?

3年未満のエントリーレベル候補者は1ページ。5年以上のミッドおよびシニアレベル候補者は2ページ。

サウンドデザイナーとしての給与はいくらですか?

BLSは2024年5月時点で、放送・音響・ビデオ技術者の年収中央値を$56,600と報告し、上位10%は$104,610を超えます。ZipRecruiterのデータでは「Sound Designer」のタイトル中央値は約$82,700、範囲は$74,500(25パーセンタイル)から$93,000(75パーセンタイル)です。


引用・出典

  1. Bureau of Labor Statistics — Broadcast, Sound, and Video Technicians: https://www.bls.gov/ooh/media-and-communication/broadcast-and-sound-engineering-technicians.htm
  2. Bureau of Labor Statistics — Sound Engineering Technicians (SOC 27-4014): https://www.bls.gov/oes/2023/may/oes274014.htm
  3. GameSoundCon — 2025 Game Audio Industry Survey: https://www.gamesoundcon.com/post/gamesoundcon-game-audio-industry-survey-2025
  4. Business Research Insights — Game Sound Design Market Size Report: https://www.businessresearchinsights.com/market-reports/game-sound-design-market-113054
  5. ZipRecruiter — Sound Designer Salary, January 2026: https://www.ziprecruiter.com/Salaries/Sound-Designer-Salary
  6. Avid Technology — Pro Tools Certification Program: https://www.avid.com/certifications/avid-certified-user-pro-tools-for-game-audio
  7. Audiokinetic — Wwise Certification Program: https://www.audiokinetic.com/en/learn/certifications/
  8. Teal HQ — Best Certifications for Sound Designers: https://www.tealhq.com/certifications/sound-designer
  9. Sound On Sound — GameSoundCon's Game Audio 2025 Survey: https://www.soundonsound.com/news/gamesoundcons-game-audio-2025-survey
  10. PayScale — Sound Designer Salary, 2026: https://www.payscale.com/research/US/Job=Sound_Designer/Salary

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