Innovative and technically adept Sound Designer with over a decade of experience delivering immersive, high-impact audio solutions for interactive entertainment. Creative crafter of nuanced soundscapes—including character, environmental, UI, and cinematic audio—using advanced techniques in Unreal Engine, C++, and leading DAWs. Recognized for driving creative excellence and sonic clarity in fast-paced, agile environments. Passionate about elevating player engagement through expertly balanced, dynamic, and spatial audio that enhances gameplay feedback and storytelling.

Adam Franceschini

Innovative and technically adept Sound Designer with over a decade of experience delivering immersive, high-impact audio solutions for interactive entertainment. Creative crafter of nuanced soundscapes—including character, environmental, UI, and cinematic audio—using advanced techniques in Unreal Engine, C++, and leading DAWs. Recognized for driving creative excellence and sonic clarity in fast-paced, agile environments. Passionate about elevating player engagement through expertly balanced, dynamic, and spatial audio that enhances gameplay feedback and storytelling.

Available to hire

Innovative and technically adept Sound Designer with over a decade of experience delivering immersive, high-impact audio solutions for interactive entertainment. Creative crafter of nuanced soundscapes—including character, environmental, UI, and cinematic audio—using advanced techniques in Unreal Engine, C++, and leading DAWs. Recognized for driving creative excellence and sonic clarity in fast-paced, agile environments. Passionate about elevating player engagement through expertly balanced, dynamic, and spatial audio that enhances gameplay feedback and storytelling.

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Language

English
Fluent

Work Experience

Music Producer at New York City Department of Education
January 1, 2011 - November 12, 2025
Processed and prepared licensed music and custom audio content for a range of media applications, ensuring compatibility with client workflows. Generated detailed tempo maps and synced instrumental and vocal stems using DAWs such as Pro Tools and Logic Pro X. Recording, composing, tuning and editing audio files for high quality exporting. Producing music demos from start to finish using digital audio workstations, acoustic recordings, virtual instrument libraries and plug-ins.
Special Educator at New York City Department of Education
January 1, 2016 - January 1, 2016
Created and spearheaded lessons designed for students with special needs. Developed individualized Education Plans and goals by subject personalized for each student. Collaborated with administrators, service providers and parents to ensure student growth and achievement.
Sound Technician at Pro Show Sound Services
January 1, 2015 - January 1, 2015
Assisted FOH and Monitor Engineers in multi-band setups, live recordings, signal flow troubleshooting, and teardown during live events. Gained hands-on experience with real-time audio signal routing, gains staging, and team-based audio problem-solving.
Sound Designer at Self-Employed
January 1, 2016 - Present
Designed original sound assets by mixing Foley, field recordings, synthesizers and plug-ins into DAWs. Used Unreal Engine 4/Blueprints and Sound Cues to apply sound assets into gameplay, environments, UI and player input components with pitch variation and attenuation. Composed and produced music with Logic Pro X; achieved 10+ placements on national TV networks.
Sound Technician at Pro Sound Services
January 1, 2014 - January 1, 2015
Assistant FOH and Monitor Engineers in setup, band recordings, signal flow, troubleshooting and teardown during live performances.
Self-Employed / Sound Designer at New York City Department of Education
January 1, 2011 - Present
Led end-to-end creation and integration of original sound assets for interactive media, leveraging Foley, field recordings, synthesis, and advanced plugins; engineered dynamic audio for characters, environments, UI, and cinematic sequences; composed and produced original music; collaborated with multi-disciplinary teams; built audio asset pipelines; implemented complex dialog editing; optimized sonic clarity and feedback for game play.

Education

Master's in Education at Pace University
January 1, 2016 - January 1, 2018
B.S. in Audio Engineering and Technology at Belmont University
January 1, 2011 - January 1, 2014
B.S. Audio Engineering and Technology at Belmont University
January 1, 2011 - January 1, 2014
M.S. Education at Pace University
January 1, 2016 - January 1, 2018
MST Education at Pace University
January 1, 2016 - January 1, 2018
B.S. Audio Engineering and Technology at Belmont University
January 1, 2011 - January 1, 2014

Qualifications

Add your qualifications or awards here.

Industry Experience

Media & Entertainment, Education, Professional Services, Gaming, Software & Internet