I am Eduardo Pesole (Bari IT, 1994), a Berlin-based sound designer, sound artist and composer, who graduated in Sound Design at IED - Istituto Europeo di Design (Rome). I started playing guitars and bass at the age of 14 in some psychedelic rock bands. From 2019 to 2021, I worked as a mix engineer, audio editor and sound designer for short movies, until I switched to interactive sound design and audio programming for video games and eventually left Rome to move to Berlin. Meanwhile, I also worked as a composer for fashion movies and collections, collaborated with other artists worldwide and developed solo projects. In 2022, I founded together with other artists based in Berlin the interdisciplanary collective “Wasch”. At the end of 2023 I composed my solo album under the name: “Hypocyrta Glabra” that will be out at the end of september 2024 with the Bristol based label Nostro Hood System. At the beginning of 2024 I started a collaboration with Musichackspace as a game and interactive audio tutor. The knowledge acquired from the game industry makes me able to move easily through multidisciplinary projects and to experiment with acoustics and the architecture of spaces through the use of spatial audio technology, within both the digital and the real world. I have a personal and genuine aesthetic that fully encloses all different genres I like and get inspiration from, in an organic and evolving form of sound narration. The use of analog synthesizers, granular synthesis and resampling allows me to design soundscapes and explore unique and interesting timbers.
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Short Movie
- audio visual installation @monopol Berlin
Modern physics has demonstrated that matter is a form of energy. Instability arises due to changing environmental conditions. The energy engaged in the visual process, that is, the visual material, effortlessly transcends the limitations of screens, transforming from a fluid ethereal vision into a sound wave that travels through physical space. Subsequently, it reaches other screens where it is converted back into light. This process of conceptual and structural transformation ideally represents the intersection of two languages, two states of matter, and two artists engaged in an ongoing conversation.
Short Movie
Videogame - PS5, Xbox X/S, PC
Sound design - Creatures: vocalizations, attacks, foleys, footsteps, spells.
Bosses: I took part to actor casting and co-direct voice recording sessions, voice fx design, foley, footsteps, attacks, spells. Environment: indoor and outdoor ambisonic soundscapes using IEM plugin in reaper.
Main character and cinematics additional sound design.
Tech systems - Implemented using Wwise RTPC driven by UE4 data, switch and state systems. Creatures idle system based on distance, foley system based on bone speed acceleration, altimeter to control wind intensity based on the height of the character on the map, raycast system to control outdoor reverbs and env sound based on the width of the space, special ability creative systems.
Spatial audio - I used portals and spatial audio volume to recreate reverb propagation, diffraction and transmission from different rooms and complex indoor spaces such as caves.
Dynamic mix and optimization - Systems to load and unload soundbanks, to discharge voices on distance and volume threshold, dynamic ducking and side chain systems in Wwise, optimization for different platforms (PS5, Xbox X|S, PC) using different audio codecs, conversion settings, prioritization systems.
Music - Interactive music system supervisor, cinematic additional music and credits music.
Management - Pitching and creating presentation for the team and other departments, team coordination, naming convention, GAD document.
Fashion Movie - 2nd price at Alta roma 2020
Official selection at Instanbul fashion movie festival 2020
Fashion Movie
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