Hi, I’m Itai Matos, a sound designer and programmer with over a decade of experience crafting linera sound tracks and interactive audio for games, VR/AR, and consumer products. I’m fluent in Reaper, Protools, Cubase, Unity, Unreal Engine 5, Wwise, FMOD and MetaSounds, with a strong focus on merging music with gameplay. I love exploring the emotional and mechanical potential of sound in games.
In my recent work I’ve built audio-driven systems and sound assets for titles like Artificial Core, contributed to UE5 metasound programming for Gamifyd, and designed spatial audio for award-nominated VR experiences. I’m comfortable with C#, Blueprints, and rapid prototyping, and I’m passionate about pushing the expressive boundaries of sound.
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Original music, SFX, mix and mastering for streaming
For your work with Songman, I focused on high-end mixing and mastering for both musical compositions and short-form video content, ensuring a seamless translation across diverse playback environments. I specialized in balancing dense vocal arrangements with instrumental backing to achieve maximum clarity and punch, while adhering to the strict loudness normalization standards required for social media and streaming platforms. This role required a keen ear for spectral balance and dynamic control, as I managed the transition from studio-quality music production to the rapid-fire delivery of engaging, high-impact video audio.
At Beach Bum Games, I focused on the high-energy world of social casino gaming, designing and implementing immersive slot machine SFX and adaptive music systems. Utilizing Unity and FMOD, I engineered dynamic audio behaviors that responded in real-time to gameplay triggers, such as win streaks, bonus rounds, and near-misses. This role demanded a meticulous balance between psychological engagement and technical optimization, as I managed complex signal chains to ensure that every reward sound and musical transition felt seamless across mobile platforms. My experience here solidified my ability to handle high-volume asset delivery while maintaining the rigorous timing and synchronization required for fast-paced, interactive mechanics.
At Artificial Core, I served as a Sound Designer for the MMORPG Corepunk, where I specialized in the technical and creative development of the game’s interactive feedback systems. My work focused on crafting high-fidelity UI audio elements that ensured a responsive player experience, alongside designing distinct sonic sound scapes for RPG mechanics and collectible items. I was responsible for the full implementation pipeline using FMOD and Unity, balancing the aesthetic “feel” of loot and progression systems with the technical necessity of clear, non-fatiguing audio cues. This role required a disciplined approach to asset management and signal consistency, ensuring that critical gameplay information remained audible and engaging within a dense, living soundscape.
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