Lewis Everest


Sound Design

Hi, I'm Lewis

I am a Senior Sound Designer based in the UK, I work at Sony Interactive Entertainment the company behind the PlayStation brand. I am part of the Creative Arts Audio Team, we are an internal team that works on multiple First Party titles in addition to some Third Party.I have been part of projects that have won multiple accolades, including: BAFTA Audio Achievement, DICE Audio Achievement, MPSE Sound Design Achievement and GANG Sound Design of the Year.Please take a look at the projects I have worked on:

Senior Sound Designer

Saros - PS5

On Saros from the project start I was the Weapon Pillar lead, both designing content and supervising/reviewing others. Mid development I also took on leading the Player Pillar, coordinating and supervising foley recordings, supporting asset design and leading implementation.I was a key part of the projects creative vision and direction, supporting the project audio lead on multiple fronts.

Senior Sound Designer

God of War Ragnarok - PS5

On God of War Ragnarok I worked closely with both the audio and pillar lead to design audio for the Draupnir Spear. Helping make the new weapon fit in with the iconic sound design of the previous weapons.I was also able to work on other areas of the game, including relics and cutscenes.

Sound Designer/Senior Sound Designer

Returnal - PS5

On Returnal I was the Environment lead, I was able to push the 3D audio implementation of the project and create new pipelines for designing Ambisonic content. Whilst also working closely with others to design a cohesive and immersive environment.I also lead the projectiles audio design, working with our technical teams so the system design and audio assets could work harmoniously.

Senior Sound Designer

Horizon II: Forbidden West - PS5

As part of the audio team on Horizon Forbidden West, I was able to contribute to the dense world building by designing for the dynamic environment and NPC interactions. I was also able to work on Haptics for Cutscenes.

Senior Sound Designer

Helldivers II - PS5

On Helldivers II, for part of the development cycle I was able to supervise the Stratagems and Objectives pillar, creating a design direction and working closely with game design to create production plans. I was also able to assist with sound design and reviews.

Sound Designer

Death Stranding - PS4/PS5

On Death Stranding I was able to assist with asset creation on multiple pillars, Designing 100's of physics interactions. In addition to supporting cutscene design.

Sound Designer

Sackboy: A Big Adventure - PS5

On Sackboy ABA, I worked on the environments and ambience, designing ambisonic beds and spots. Additionally I also created the modular foley system to support Sackboy's costumes, working closely with Foley Artists to design a full suite of assets and then implement them.

Sound Designer

Erica - PS4

On Erica I was responsible for designing interactions across the game. Designing content to work with the player live scrubbing abilities whilst retaining a high degree of player satisfaction and audio quality.

Sound Designer

Blood & Truth - PS4 VR

Blood & Truth was my first professional project, I was able to be a flexible member of the team, working across multiple pillars. Covering areas such as: Destruction, UI, Set Pieces, Whizz Bys and Ambisonic Content.

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