Wwise · FMOD · Unreal Engine 5 · Unity · Ableton · Adaptive Music · SFX · Implementation
I'm Alex — senior game audio designer and composer with 10+ years across the full pipeline: sound design, original music, interactive systems in Wwise and FMOD, mixing and mastering.
I integrate audio end-to-end into Unreal Engine and Unity myself — Blueprint, C#, and C++ where needed — so studios don't need to pull a gameplay programmer to wire audio logic into the game.
Conservatoire-trained composer; releases on Warner Chappell, BMG and Dos Brains. Based in Europe, working in-house or as a senior contractor through Tsunami Tunes.
Demo reel and recent project breakdown below.
Complete interactive audio system built for Lyra - Epic's production-scale sample game. Adaptive music composed for this project, full SFX, voice over, Wwise integration, Blueprint and C++ implementation - all by one person.
Game audio implementation demo built with Wwise and Unity (3D Game Kit). This project showcases a complete audio system, including adaptive music, gameplay-driven sound design, and full integration between Wwise and Unity using custom scripts.
Production-ready sound design for gameplay, UI and interactive systems.
Weapons, abilities, creatures, environments, character voice design, recording direction & processing
Clean, organized and optimized audio assets prepared for in-engine use. Wwise, FMOD, MetaSounds, UE5, Unity. Looping, layering, loudness control, naming conventions and implementation
Design and implementation of state-driven, interactive music systems. Seamless transitions, stingers, layering - built in Wwise and integrated directly into gameplay logic
Fast audio production for live games and seasonal content. UI packs, reward sounds and event audio prepared for quick integration into existing Wwise & FMOD setups
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