Sound Design & Audio Programming
Sound Designer & Audio Programmer
Unreal Engine, MetaSound, Blueprints | Environmental Art & Technical Sound Design
Sound Designer and Audio Programmer with experience integrating interactive audio systems in Unreal Engine using MetaSound and Blueprints. Background in game development, technical sound design, 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.
2022 – 2024 · 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.
2024 · Remote
Designed and implemented audio systems and interactive sound behavior using MetaSound and Blueprints, applying SOLID design principles and Clean Code. Conducted performance optimization to ensure high-availability audio playback under hardware constraints.
Mar 2025 – Jun 2026 · Remote
Created environmental art assets and 3D scene composition for a real-time mobile simulation. Applied technical art workflows including mesh optimization, material setup, environmental art rendering, and scene composition for constrained hardware. Integrated audio-reactive elements connecting real-time telemetry data to environmental behaviors.
GDH Studio · 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.
GDH Studio · 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.
Connected Swim Training · 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.
Ravi
Monotonia
ZWIM
Audio Creation
Audio Implementation
Programming
Technical Art
Engines & Tools
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.