I am a Senior Sound Designer and internationally recognized Composer who has 14 years of professional industry experience in creating immersive, award-winning audio for video games. My audio experience covers the entire development cycle for award-winning titles such as Marvel’s Avengers and the Tomb Raider franchise games that millions of people have enjoyed. I’ve worked onsite at Warner Bros studios in Burbank CA for mixing purposes, and assisted in directing live voice-over recording sessions with professional actors in Los Angeles. I have experience in acoustic room calibration, mixing, mastering, editing soundtracks and processing music and dialogue files according to broadcast loudness standards using the best audio software and hardware tools in the industry. Additionally, I am skilled at creating unique sound effects from scratch in a digital audio workstation, field recording, directing composers, scoring and mixing trailers, collaborating with engineers and designers on innovating new music systems, and debugging and optimizing Unreal blueprint scripts and components to shipping standards. It would be a pleasure to work with you to bring your ideas to life through sound and music!

Philip Lamperski

I am a Senior Sound Designer and internationally recognized Composer who has 14 years of professional industry experience in creating immersive, award-winning audio for video games. My audio experience covers the entire development cycle for award-winning titles such as Marvel’s Avengers and the Tomb Raider franchise games that millions of people have enjoyed. I’ve worked onsite at Warner Bros studios in Burbank CA for mixing purposes, and assisted in directing live voice-over recording sessions with professional actors in Los Angeles. I have experience in acoustic room calibration, mixing, mastering, editing soundtracks and processing music and dialogue files according to broadcast loudness standards using the best audio software and hardware tools in the industry. Additionally, I am skilled at creating unique sound effects from scratch in a digital audio workstation, field recording, directing composers, scoring and mixing trailers, collaborating with engineers and designers on innovating new music systems, and debugging and optimizing Unreal blueprint scripts and components to shipping standards. It would be a pleasure to work with you to bring your ideas to life through sound and music!

Available to hire

I am a Senior Sound Designer and internationally recognized Composer who has 14 years of professional industry experience in creating immersive, award-winning audio for video games. My audio experience covers the entire development cycle for award-winning titles such as Marvel’s Avengers and the Tomb Raider franchise games that millions of people have enjoyed.

I’ve worked onsite at Warner Bros studios in Burbank CA for mixing purposes, and assisted in directing live voice-over recording sessions with professional actors in Los Angeles. I have experience in acoustic room calibration, mixing, mastering, editing soundtracks and processing music and dialogue files according to broadcast loudness standards using the best audio software and hardware tools in the industry.

Additionally, I am skilled at creating unique sound effects from scratch in a digital audio workstation, field recording, directing composers, scoring and mixing trailers, collaborating with engineers and designers on innovating new music systems, and debugging and optimizing Unreal blueprint scripts and components to shipping standards.

It would be a pleasure to work with you to bring your ideas to life through sound and music!

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
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Language

English
Fluent

Work Experience

Senior Audio Designer at Crystal Dynamics
December 1, 2011 - September 1, 2025
Technical direction, design and implementation for spatial audio, physics, SFX, Foley, ambience and music systems using Unreal Engine 5 and Wwise. Collaborate with audio team, designers, directors and engineers to create immersive sound and music experiences for video games. Direct composer and edit, mix and master music stems for dynamic-generative playback. Design sound infrastructure and content for multiplayer experiences (Avengers). Create and design custom audio assets for Marvel superheroes. Design and implement dynamic music systems and ambient audio utility objects in scripts for the Tomb Raider franchise. Mentor and direct audio designers on weekly tasks. Script and tune SFX and music systems to play from game events. Record, edit and process dialogue and Foley. Score cinematic scenes with music, SFX and VO. Mix cinematics as well as non-linear game content.
Technical Music Designer at Happy Gizmo
September 1, 2010 - December 1, 2011
Rock Vibe – A Musical Game For Blind and Sighted Players. Created MIDI arrangements for drums and guitar. Programmed a real time dynamic RMS ducking mixer system. Developed SFX and music assets supporting gameplay and accessibility features.
SFX Recording Engineer at University of California at Santa Cruz
September 1, 2009 - June 1, 2010
Edited, mixed and mastered studio and live recording sessions using Pro Tools hardware and software. Recorded musical events and live concerts in the university concert hall. Applied appropriate microphone techniques according to the ensemble’s and musician’s needs. Coordinated with co-workers when setting up for a recording session or concert. Engineered for the Pacific Rim Music Festival 2010 and 2009 UCSC Festival/Conference.
Teaching Assistant at University of California at Santa Cruz
September 1, 2008 - June 1, 2010
Taught sections on music technology, music theory, keyboard, singing and musicianship to undergraduate music majors. Presented tutorials on digital audio theory, computer composition and sound synthesis. Instructed undergraduates on how to use studio equipment and software for sound design, composition, recording, mixing, mastering and production. Successfully built an interactive tabletop instrument for the studio.

Education

Master of Arts in Music at University of California at Santa Cruz
January 1, 2008 - January 1, 2010
Bachelor of Arts in Music at University of Pittsburgh
January 1, 2004 - January 1, 2007
Bachelor of Science in Psychology at University of Pittsburgh
January 1, 2004 - January 1, 2007

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Computers & Electronics
    paper Perfect Dark

    I worked on Perfect Dark from 6/2022 to 8/2025 as a Senior Sound Designer. I was responsible for building blueprint scripts and components that enabled ambience and spatial audio implementation in Unreal 5 that interfaced with Wwise’s spatial audio engine. I also worked with our engineers to deliver physics audio blueprints as well as blueprints that interface with game combat and Wwise’s interactive music system. Additionally I was in charge of the design and implementation of music on the Wwise end, and contributed to a number of SFX.

    paper Marvel's Avengers: Pym Tech | E3 Trailer

    I did the SFX, Music Edit and Full Mix for this E3 Trailer

    paper Sound Design Reel for Tomb Raider

    Here is my sound design reel for my work on Rise of the Tomb Raider. I was responsible for the design and implementation of ambience for interior and exterior environments, physics audio and destruction sfx.

    paper Terrella

    The album Terrella was created from software patches I made in Pure Data and in Max Msp and was recorded live. It was mastered by Grammy award winning mastering engineer, Bob Katz