Sound Design & Audio Programming

Gabriel Penha (Gabaoun)

Sound Designer & Audio Programmer

Unreal Engine, MetaSound, Blueprints | Environmental Art & Technical Sound Design

Brazil (Remote) ยท Open to relocation ยท Available for audio/tech art roles

Listen to My Work Download CV Backend Portfolio

Projects

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Sound Design Demo Reel

Showcase ยท Sound Design & Post-Production

A showcase of original sound design, cinematic impacts, custom synthesized FX, risers, and audio post-production created for game trailers.

Sound Design Trailer Audio Foley & Synthesis Post-Production
Ravi capsule art

Ravi

GDH Studio ยท Sound Designer & Audio Programmer

Sound design and audio implementation for an interactive narrative experience. Created a adaptive music system using MetaSound that transitions between emotional states based on player choices. Designed foley, ambience, and UI sound effects. Implemented environmental audio zones with reverb and occlusion using Blueprint-driven attenuation profiles.

MetaSound Blueprints Adaptive Music Foley
Going Up 0:00
Icarus's Fear 0:00
Monotonia capsule art

Monotonia

GDH Studio ยท Composer & Audio Producer

Composed and produced the original soundtrack (OST) in FL Studio for an atmospheric game project. Crafted dark, ambient soundscapes, mixing textures and synthetic layers to establish tone and emotional tension.

FL Studio OST / Composition Soundtrack Audio Production
Original Soundtrack (OST) Demo 0:00
ZWIM logo capsule art

ZWIM

Connected Swim Training ยท Technical Artist & Environmental Artist

Created environmental art assets and 3D environment composition for a real-time mobile simulation. Mesh LOD management, material instancing for performance, scene composition, and audio-reactive telemetry integration.

Unreal Engine Environmental Art Optimization 3D Modeling Technical Art

Interactive WebAudio Stem Mixer

Demonstration of real-time multi-stem adaptive audio mixing, parameter modulation, and WebAudio DSP graph. Toggle stems, adjust gains, or trigger gameplay states below.

Adaptive State:
01. Bass / Sub-Synth ACTIVE
02. Muted Cyber Guitar ACTIVE
03. Hi-Hats & Percussion ACTIVE
04. Lead Synth Chop ACTIVE
05. Violin Strings Pad ACTIVE

Sound Design & SFX Sampler

Interactive soundboard featuring custom foley, mechanical UI feedback, environmental textures, and cinematic transitions ready for Unreal MetaSound / Wwise integration.

Environmental Art & 3D Environments

Showcase of 3D scene composition, level design, lighting setups, mesh LOD optimization, and material instancing in Unreal Engine. Click any image to view high-resolution render.

๐ŸŽจ 3D Environments

Ravi โ€” Stylized Fantasy World

Unreal Engine ยท Environment & Spatial Scene Design

Unreal Engine 3D Environments Level Art

Atmospheric environment art and level composition for an interactive story driven by environmental cues and spatial acoustics.

Ravi environment art 1
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Ravi environment art 2
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Ravi environment art 3
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Monotonia โ€” Sci-Fi / Industrial Interiors

Unreal Engine ยท Material Instancing & Lighting

Unreal Engine PBR Materials Interior Lighting

Sci-fi industrial interior level design with dynamic lighting setups, emissive materials, and acoustic surface mapping.

Monotonia environment art 1
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Monotonia environment art 2
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Monotonia environment art 3
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ZWIM โ€” Real-Time Simulation Environments

Connected Swim Training ยท Optimization & 3D Modeling

Mobile 3D Mesh Optimization LODs

Optimized low-poly 3D environments and assets for real-time mobile simulation rendering targeting 60fps on mobile GPUs.

ZWIM environment 1
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ZWIM environment 2
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ZWIM environment 3
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Experience

Technical Artist & Environmental Artist ZWIM | Connected Swim Training

Mar 2025 โ€“ Jun 2026 ยท Remote

Designed a concurrent entity-simulation system using Unreal Engine Mass AI / Mass Entity framework under strict performance budgets, scaling simulation capacity from <10 to 430+ entities (100x increase). Created environmental art assets, 3D scene composition, mesh optimization, and material setups for real-time mobile simulation.

Audio Programmer & Sound Designer RareBird Games

Mar 2024 โ€“ Oct 2024 ยท Remote

Designed and implemented interactive sound behavior and spatial audio pipelines using MetaSound and Blueprints, applying SOLID design principles and Clean Code for commercial release.

Audio Programmer & Technical Artist GDH Studio

Jan 2022 โ€“ Dec 2024 ยท Remote

Developed interactive audio systems using MetaSounds and Blueprints in Unreal Engine. Built modular sound design tools and automation pipelines, integrating C++ components for performance-critical audio processing. Collaborated with art and design teams on environmental audio and spatial sound implementation.

About

As an indie game developer, sound designer, and audio programmer, I specialize in integrating interactive audio systems in Unreal Engine using MetaSound and Blueprints. My background spans indie game development, technical sound design, interactive audio logic, and environmental art. Focused on creating immersive audio experiences that respond to player actions in real time.

I approach audio as a systems problem: designing signal graphs, optimizing DSP chains for low-latency playback, and building tools that let designers iterate without engineering bottlenecks. My work spans adaptive music systems, spatial audio, real-time parameter modulation, and performance profiling under hardware constraints.

Skills

Audio Creation

FL Studio REAPER

Audio Implementation

Wwise FMOD Unreal MetaSound Blueprints Spatial Audio

Programming

C++ GDScript Blueprints Python Lua

Technical Art

Environmental Art Mesh Optimization Material Setup Scene Composition

Engines & Tools

Unreal Engine 5 Godot Blender Audacity iZotope RX

Certifications

EF SET Score 80/100 ยท C2

EF SET English Certificate (C2 Proficient)

Official EF SET English Certificate scoring 80/100 (C2 Proficient / Full Mastery). Demonstrates fluent C2-level international communication for global remote game audio & tech art collaboration.

Contact