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.

Itai Matos

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.

Available to hire

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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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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Language

Hebrew (modern)
Fluent
English
Fluent
Spanish; Castilian
Beginner

Work Experience

Sound Designer at Artificial Core (Corepunk)
January 1, 2024 - June 1, 2024
Responsible for sound design UI/UX elements and FMOD integration; developed immersive audio for environments, characters, and cutscenes; built metasound pipelines in Unreal Engine 5; performed field recording and spatial audio tasks; collaborated with developers and designers to synchronize audio with visuals.
Lead Product Designer at INSOUNDZ
January 1, 2018 - December 31, 2022
Sonic Teleportation VR experiences – Sound Design and Unity Programming; 6DoF sound design for XR experiences; defining and guiding AI-based audio systems for content creators, social audio, and podcasting.
Independent Programmer/Designer at Freelance
January 1, 2015 - Present
Developing and programming F2P iOS apps with a small team of freelancers; The Patton iOS app; BeatFinder! - iOS app; Unreal Engine plugins development.
Product Manager at Waves Audio
January 1, 2012 - December 31, 2015
Designed the final audio behavior of various CE devices; oversaw two product lines with teams across four continents; shipped over 120 million units; collaborated with major OEMs to reduce costs and enable thinner chassis.
QA Engineer at Waves Audio
January 1, 2012 - June 30, 2012
Sound and software QA for Waves Consumer Division.
Music Experiences Designer at Gamifyd
January 1, 2013 - Present
UE5 (Extensive Metasound programming)
Sound Designer at Lucid Realities
January 1, 2013 - Present
"The brooom" - VR experience - Unity & FMOD
Sound Designer at BeachBum Games
January 1, 2013 - Present
“Spades Royal”, iOS & web - Unity & FMOD
Sound Designer at Summertime
January 1, 2013 - Present
VR experience - linear 360 sound design
Independent Programmer and Designer at Self-Employed / Independent
January 1, 2015 - Present
Developing and programming F2P iOS apps with a small team of freelancers. The Patton iOS app; BeatFinder! - iOS app
Sound Designer at Play Studios
January 1, 2013 - Present
Lord of the Board; iOS & web; Unity & FMOD integration.
Freelance Sound Designer / Composer at TV Commercials & Series
January 1, 2013 - Present
Sound design and original music for TV commercials and series (Google Maps, Puffy, Greg Caffé, among others).
360 Spatial Audio Engineer at Various VR/AR projects
January 1, 2013 - Present
360 Spatial Audio mixing for VR/AR experiences.
Field Recording Specialist at Various projects
January 1, 2013 - Present
Ambisonics and field recordings for environments and vehicles.

Education

MIT ProX - Designing AI Products at MIT
January 1, 2022 - December 24, 2025
iOS App Development at John Brice
January 1, 2012 - March 1, 2012
Practical Sound Engineer at Kinneret College
September 30, 2006 - December 24, 2008
MA in Sound Design for Video Games at Chichester University
January 1, 2021 - December 31, 2022
Certificate in Designing AI Products at MIT ProX
January 1, 2022 - December 31, 2022

Qualifications

MIT ProX - Designing AI Products
January 1, 2022 - December 24, 2025

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Education, Professional Services
    paper Mix and mastering for Songman song and short video

    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.

    paper Sound designer - Beach bum Games

    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.

    paper Artificial Core (Corepunk)

    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.