Wwise · FMOD · Unreal Engine 5 · Unity · Ableton · Adaptive Music · SFX · Implementation
I'm Alex - game audio designer and composer with 10+ years delivering production-ready audio for games across mobile, VR, and interactive media.
I handle the full pipeline: sound design, original music, mixing, mastering, and in-engine implementation via Wwise and FMOD - from first asset to final integration in Unreal Engine or Unity.
I work as an independent contractor (Tsunami Tunes), available for long-term contracts, project-based work, or full-time remote roles.
Based in EU.
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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