Available to hire
Sound Designer and Game Audio specialist with a background spanning interactive media, broadcast audio post-production, spatial audio, and live engineering. Trained at Berklee in Game Audio Design & Production, and experienced with Wwise and FMOD asset structures plus in-engine iteration loops across Unity and Unreal contexts.
A hardware-based electronic music producer and performer with 10+ years of live practice. Currently creating game audio assets for Tunning Pop while continuing freelance sound design across games, advertising, and media—bringing a detail-oriented, session-ready delivery mindset to every project.
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
Language
English
Fluent
Work Experience
Sound Designer (Contract) at Meta (via Insight Global)
March 1, 2026 - PresentBuilt original SFX libraries and ambient soundscapes from scratch for interactive and media projects, covering UI audio, environmental layers, and tonal textures across multiple sessions. Placed, timed, and balanced audio assets within production timelines, iterating with creative leads until each cue sat correctly in the mix. Managed incoming audio from licensed sound libraries by evaluating, editing, and reformatting files to meet platform-specific codec and loudness specs before handoff. Delivered all audio in session-ready formats on a rolling production schedule with strict version control and session organization across shared project directories. Applied spatial audio and psychoacoustic principles to differentiate foreground and background elements within each soundscape.
Game Audio Designer (Freelance) at Tunning Pop — Game Audio Production
January 1, 2026 - PresentDesigned and delivered SFX, ambient beds, and interactive audio assets for multiple video game titles in active development, working within Wwise and FMOD-compatible asset structures. Iterated based on in-engine testing feedback, adjusting mix balance, timing, and variation sets. Exported revisions in client-specified formats (bit depth, sample rate, loop points) for Unity and Unreal Engine pipelines.
Game Audio Designer (Freelance) at Tunnin g Pop — Game Audio Production
January 1, 2026 - PresentDesigned and delivered SFX, ambient beds, and interactive audio assets for multiple video game titles in active development, working within Wwise and FMOD-compatible asset structures. Iterated on assets based on in-engine testing feedback, adjusting mix balance, timing, and variation sets, and exporting revisions in client-specified formats (bit depth, sample rate, loop points) for Unity and Unreal Engine pipelines.
Lead Audio Engineer at Invisible Sky — Live Events Production
May 1, 2025 - January 1, 2026Promoted from AV Technician to Lead Audio within months; responsible for audio for large-scale corporate events (500+ attendees) at major Toronto venues. Designed and deployed full PA systems end-to-end including signal flow, stage patching, console setup, monitor mixes, and system alignment prior to doors. Ran FOH during live shows with multiple sources including live speech, playback, and hybrid AV—making real-time EQ and routing decisions in unpredictable conditions. Directed A2s and stage crew through load-in, soundcheck, and show; served as technical authority for the audio department across cross-functional AV teams. Troubleshot signal chain failures under show conditions (ground loops, console routing errors, RF congestion) without stopping the event.
Lead Audio Engineer at Invisible Sky
May 1, 2025 - PresentPromoted from AV Technician to Lead Audio; designed and deployed full PA systems end-to-end; ran FOH for live events; directed A2s and stage crew; troubleshot signal chain failures under show conditions.
Freelance Sound Designer at Self-Employed
January 1, 2023 - PresentDeliver complete audio production for game projects, advertising & media; build custom SFX from recorded sources and synthesis; adapt to client DAW environments and pipelines; output formats matched to downstream workflows.
Audio Production Manager at PokerStars × Flutter Entertainment
January 1, 2021 - December 31, 2022Owned end-to-end audio production for a multi-episode broadcast commentary series; managed a four-person remote team; established session templates and naming conventions; set and enforced audio quality standards.
Composer Assistant (Film & Audio Post-Production) at Postred
January 1, 2020 - December 31, 2021Prepared Pro Tools sessions, organized audio assets, and built cue sheets for composer–director sessions on film and episodic projects including work for HBO. Edited and cleaned dialogue, handled conform sessions, and managed audio asset turnover between picture edit and score delivery stages.
Composer Assistant at Postred — Film & Audio Post-Production
January 1, 2020 - December 31, 2021Prepared Pro Tools sessions, organized audio assets, and built cue sheets for composer–director sessions on film and episodic projects including work for HBO. Edited and cleaned dialogue, handled conform sessions, and managed audio asset turnover between picture edit and score delivery stages.
Composer Assistant at Postred
January 1, 2020 - January 1, 2021Prepared Pro Tools sessions, organized audio assets, and built cue sheets for composer–director sessions; edited dialogue and managed asset turnover between edit and score delivery; HBO projects involved.
Audio Engineer (Streaming & Entertainment) at Adjara Group
January 1, 2018 - December 31, 2020Recorded, edited, mixed, and delivered VO and dialogue audio for original film and series productions distributed on Georgia's primary streaming platform (1M+ monthly users). Managed on-set recording sessions including boom placement, gain structure, and timecode sync, then carried audio through to final deliverable mix in post.
Audio Engineer at Adjara Group Streaming & Entertainment
January 1, 2018 - December 31, 2020Recorded, edited, mixed, and delivered VO and dialogue; managed on-set recording sessions with boom, gain structure, timecode sync; delivered audio through to post.
Education
Certificate — Game Audio Design & Production at Berklee College of Music
January 11, 2030 - June 24, 2026Certificate — Audio Engineering at Creative Education Studio
January 11, 2030 - June 24, 2026Mechanical Engineering at Tbilisi Technical University
January 11, 2030 - June 24, 2026Certificate — Game Audio Design & Production at Berklee College of Music
January 11, 2030 - August 7, 2026Certificate — Audio Engineering at Creative Education Studio
January 11, 2030 - August 7, 2026Supplementary — Mechanical Engineering at Tbilisi Technical University
January 11, 2030 - August 7, 2026Certificate — Game Audio Design & Production at Berklee College of Music
January 11, 2030 - August 7, 2026Certificate — Audio Engineering at Creative Education Studio
January 11, 2030 - August 7, 2026Qualifications
Certificate — Game Audio Design & Production
January 11, 2030 - June 24, 2026Certificate — Audio Engineering
January 11, 2030 - June 24, 2026Mechanical Engineering
January 11, 2030 - June 24, 2026Certificate — Game Audio Design & Production
January 11, 2030 - August 7, 2026Certificate — Audio Engineering
January 11, 2030 - August 7, 2026Certificate — Game Audio Design & Production
January 11, 2030 - August 7, 2026Certificate — Audio Engineering
January 11, 2030 - August 7, 2026Industry Experience
Gaming, Media & Entertainment, Software & Internet, Education, Computers & Electronics, Professional Services
Skills
Experience Level
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Expert
Intermediate
Intermediate
Intermediate
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