Hi, I’m Matheo Quevedo, a versatile sound designer with academic and professional experience in AAA and narrative game projects. I’m skilled in sound design, dialogue editing, and technical sound design using Wwise and Unreal Engine, and I’m known for adaptability, creativity, and delivering high-quality results under tight deadlines. Based in Quito, Ecuador, I’m open to relocation and excited to collaborate with teams to craft immersive audio experiences that support storytelling and engagement.

Matheo Quevedo

Hi, I’m Matheo Quevedo, a versatile sound designer with academic and professional experience in AAA and narrative game projects. I’m skilled in sound design, dialogue editing, and technical sound design using Wwise and Unreal Engine, and I’m known for adaptability, creativity, and delivering high-quality results under tight deadlines. Based in Quito, Ecuador, I’m open to relocation and excited to collaborate with teams to craft immersive audio experiences that support storytelling and engagement.

Available to hire

Hi, I’m Matheo Quevedo, a versatile sound designer with academic and professional experience in AAA and narrative game projects. I’m skilled in sound design, dialogue editing, and technical sound design using Wwise and Unreal Engine, and I’m known for adaptability, creativity, and delivering high-quality results under tight deadlines.

Based in Quito, Ecuador, I’m open to relocation and excited to collaborate with teams to craft immersive audio experiences that support storytelling and engagement.

See more

Experience Level

Expert
Expert
Expert

Work Experience

Sound Designer II at Deck Nine Games
January 1, 2022 - January 1, 2026
Led the end-to-end sound design pipeline for Life Is Strange projects, including Life Is Strange: Reunion (2026) where I designed and produced approximately 90% of all SFX across cinematics, gameplay, environments and interactive systems, and served as the sole Sound Designer to ensure creative consistency and high audio quality. Implemented audio systems in Wwise and Unreal Engine 5 to improve integration workflows. Also contributed to Life Is Strange: Double Exposure (2024) by designing SFX, supporting mocap sessions with high-quality audio, editing dialogue for clarity and storytelling, and optimizing Wwise pipelines. Additional work on unannounced AR/VR experiences (Unity/Meta Quest 3) and narrative-driven combat projects (Unreal) focusing on spatial sound, fast iteration, and production-ready prototyping.

Education

M.A. in Sound Design at Savannah College of Art and Design (SCAD)
January 11, 2030 - May 6, 2026
B.A. in Music and Sound Production at Universidad San Francisco de Quito (Berklee College of Music Global Partner)
January 11, 2030 - May 6, 2026
Master of Arts in Sound Design at Savannah College of Art and Design (SCAD) – Savannah, GA
January 11, 2030 - May 6, 2026
Bachelor of Arts in Music and Sound Production at Universidad San Francisco de Quito (Berklee College of Music Global Partner) – Quito, Ecuador
January 11, 2030 - May 6, 2026

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Life Is Strange: Reunion

    ● Designed and implemented ~90% of all SFX across gameplay, cinematics, and systems under tight production timelines.

    ● Drove key sound design decisions across the project, shaping consistency, clarity, and overall audio direction.

    ● Collaborated cross-discipline to align audio with gameplay systems, ensuring clarity, consistency, and player feedback.

    ● Implemented and optimized audio systems in Wwise and Unreal Engine 5, improving integration workflows and iteration speed.

    Life Is Strange: Double Expos