Sound designer and musician with 9+ years of experience in audio and music production. Since 2019, I have specialized in immersive game audio and interactive sound design.

Anastasiia Mikhaleva

Sound designer and musician with 9+ years of experience in audio and music production. Since 2019, I have specialized in immersive game audio and interactive sound design.

Available to hire

Sound designer and musician with 9+ years of experience in audio and music production.
Since 2019, I have specialized in immersive game audio and interactive sound design.

Experience Level

Expert
Expert
Expert
Intermediate

Language

Russian
Fluent
English
Advanced

Work Experience

Sound Designer and Composer at Freelance / Game Audio Projects
January 1, 2019 - Present
Redesigned monsters and improved SFX and ambience for cutscenes; implemented FMOD middleware; created an adaptive music system; designed and optimized audio assets for multiple games using Unreal Engine 4/5 and Wwise. I have worked on multiple contract projects as a sound designer, voice-over management, audio engineer, and music composer. Games: Ferocious, Diplomacy is Not an Option, Tiny Island, Make your Kingdom, Car Game: Vlad and Niki ect.
Sound Designer at Saber Interactive, Armenia
January 13, 2024 - August 20, 2025
Designed creature, ambience, foley, and interactive object sounds. Integrated and optimized audio assets in Wwise and configured sound behavior within the proprietary game engine.
Sound Designer, Composer at Beryoski, Remote
December 20, 2022 - November 30, 2023
As Sound Designer and Composer, I worked with Unreal Engine 4 and Wwise before transitioning to Unreal Engine 5 and MetaSounds. Developed an adaptive endless music system, and designed sound effects and ambient soundscapes.
Sound Designer at RED BOON FZE LLC
January 5, 2021 - November 30, 2022
Knock Knock on the Coffin Lid 2021 - 2022 When I joined the project, the game was already in early access on Steam. I took charge of redesigning the monsters and improving the SFX, sound design, and mixing for cut scenes. I also implemented the FMOD audio middleware and created an adaptive music system that elevated the overall player experience.
Sound Designer at Saber Interactive, Armenia
January 13, 2024 - August 20, 2025
Jurassic Park: Survival Designed creature, ambience, foley, and interactive object sounds. Integrated and optimized audio assets in Wwise and configured sound behavior within the proprietary game engine.

Education

Bachelor at Russian Academy of Theatre Arts
September 1, 2013 - July 1, 2018
Specialization in cultural and live performance sound production

Qualifications

Certificate in Interactive Sound Design
September 1, 2019 - June 1, 2020
Jazz Vocals & Music Theory Training
September 1, 2014 - July 1, 2017

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services
    paper Knock Knock on the Coffin Lid

    When I joined the project, the game was already in early access on Steam. I took charge of redesigning the monsters and improving the SFX, sound design, and mixing for cut scenes. I also implemented the FMOD audio middleware and created an adaptive music system that elevated the overall player experience.

    paper Diplomacy is not an option

    Composed idle location music and combat themes for Diplomacy Is Not an Option, balancing atmosphere, tension, and large-scale battles.