Senior Sound Designer with 7+ years of experience creating immersive interactive audio and adaptive music systems for gameplay-driven environments. Deep expertise in real-time implementation, dynamic mixing, and scalable sound pipelines across action, shooter, RPG, and racing genres. Skilled in Unreal Engine 5 (MetaSounds, Quartz), Wwise, and FMOD, with strong cross-disciplinary collaboration with gameplay engineering, level design, and cinematic teams to deliver performance-optimized, high-quality audio experiences.

Fabrício Tentârdini

Senior Sound Designer with 7+ years of experience creating immersive interactive audio and adaptive music systems for gameplay-driven environments. Deep expertise in real-time implementation, dynamic mixing, and scalable sound pipelines across action, shooter, RPG, and racing genres. Skilled in Unreal Engine 5 (MetaSounds, Quartz), Wwise, and FMOD, with strong cross-disciplinary collaboration with gameplay engineering, level design, and cinematic teams to deliver performance-optimized, high-quality audio experiences.

Available to hire

Senior Sound Designer with 7+ years of experience creating immersive interactive audio and adaptive music systems for gameplay-driven environments. Deep expertise in real-time implementation, dynamic mixing, and scalable sound pipelines across action, shooter, RPG, and racing genres.

Skilled in Unreal Engine 5 (MetaSounds, Quartz), Wwise, and FMOD, with strong cross-disciplinary collaboration with gameplay engineering, level design, and cinematic teams to deliver performance-optimized, high-quality audio experiences.

See more

Work Experience

Music Composer & Sound Designer at Project Reborn
March 1, 2023 - February 1, 2024
Delivered full gameplay SFX and adaptive music implementation in Unreal Engine MetaSounds. Mixed and mastered assets to meet professional game audio loudness and platform standards. Produced trailer audio, demo reels, and marketing materials with polished final mixes.
Senior Sound Designer at Big Moxi Games
August 1, 2022 - December 1, 2025
Designed SFX libraries, music, and game sound assets for genres including racing and shooters. Conducted field recording and Foley to complement internal sound libraries. Led implementation of scalable SFX systems including procedural footsteps and advanced weapon audio pipelines. Developed genre-specific audio frameworks and collaborated with gameplay teams to enhance player immersion, including RTPC-driven systems and state-based music transitions. Assisted in trailer audio and demo reel production.
Sound Designer & Composer at DragonClaw Studios
October 1, 2019 - December 1, 2023
Designed complete audio architecture for indie JRPG Twilight Star. Implemented zone-based ambience systems and event-driven audio logic. Produced cinematic cutscene mixes and gameplay audio passes. Created adaptive music frameworks using UE Sound Cue, produced full SFX libraries and gameplay sound passes, and delivered trailer audio, demo reels, and marketing materials with polished final mixes.
Composer and Sound Designer at FabriSounds · Freelance
September 1, 2018 - Present
Developed dynamic sound effects to elevate gameplay experiences. Created adaptive music and architected interactive audio systems for indie and mid-scale productions using Unreal Engine 5, Wwise, and FMOD. Designed high-impact marketing, cinematic, and trailer audio.

Education

Bachelor's Degree in Advertising at Universidade do Vale do Rio dos Sinos (Unisinos)
January 1, 2001 - January 1, 2007
Sound Design and Post Production for Media at AudioDidata School
January 11, 2030 - December 1, 2026
Sound Design for Game & Interactive Media at Game Audio School
January 1, 2021 - August 17, 2026
Game & Interactive Media Design Course at GA Academy
January 1, 2017 - January 1, 2018

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment