Hi, I’m Przemysław Laszczyk, a senior sound designer and composer with over a decade of AAA/AA experience crafting immersive audio for games. I specialize in systemic audio, dynamic music systems, and performance-optimized implementations in Unreal Engine, Wwise, and FMOD. I love building adaptive atmospheres, player feedback sounds, and modular music systems that respond to gameplay states. From field recording and sample design to weather-driven ambience and gameplay UI audio, I enjoy collaborating with designers, programmers, and artists to bring sound to life. I’m passionate about weather, biomes, and time-of-day audio that reacts to player behavior and game states, and I’m always looking for ways to push the expressive boundaries of game audio with creative synthesis and real-time processing.

Przemysław Laszczyk

5.0 (1 review)

Hi, I’m Przemysław Laszczyk, a senior sound designer and composer with over a decade of AAA/AA experience crafting immersive audio for games. I specialize in systemic audio, dynamic music systems, and performance-optimized implementations in Unreal Engine, Wwise, and FMOD. I love building adaptive atmospheres, player feedback sounds, and modular music systems that respond to gameplay states. From field recording and sample design to weather-driven ambience and gameplay UI audio, I enjoy collaborating with designers, programmers, and artists to bring sound to life. I’m passionate about weather, biomes, and time-of-day audio that reacts to player behavior and game states, and I’m always looking for ways to push the expressive boundaries of game audio with creative synthesis and real-time processing.

Available to hire

Hi, I’m Przemysław Laszczyk, a senior sound designer and composer with over a decade of AAA/AA experience crafting immersive audio for games. I specialize in systemic audio, dynamic music systems, and performance-optimized implementations in Unreal Engine, Wwise, and FMOD. I love building adaptive atmospheres, player feedback sounds, and modular music systems that respond to gameplay states.

From field recording and sample design to weather-driven ambience and gameplay UI audio, I enjoy collaborating with designers, programmers, and artists to bring sound to life. I’m passionate about weather, biomes, and time-of-day audio that reacts to player behavior and game states, and I’m always looking for ways to push the expressive boundaries of game audio with creative synthesis and real-time processing.

See more

Language

Polish
Fluent
English
Advanced

Work Experience

Sound Designer at People Can Fly
February 1, 2022 - May 1, 2023
Designed and implemented dynamic ambient and weather systems using Wwise; implemented weather reacting to wind, rain, storms, and anomalies; built biome-based ambient layers with time-of-day variations; owned ambient systems from concept through mixing; collaborated closely with designers, programmers, and animators.
Sound Designer / Music Designer (Contract) at Virtual Alchemy
May 1, 2023 - Present
Took over audio after initial production phase; expanded and refined existing systems; designed and implemented a dynamic ambient system with biomes and time-of-day parameterization; created extensive monster and gameplay audio; FMOD-based implementation with parameter-driven systems; audio implementation via animation montages and notifies; designed UI sounds and gameplay feedback; worked closely with design, programming, and art direction teams.
Composer at Mythic Owl
August 1, 2022 - December 31, 2022
Music composition for gameplay (contract).
Sound Designer at Reikon Games S
September 1, 2018 - September 30, 2021
Foundational sound designer during early production; full audio ownership at prototype stage; designed and implemented complete gameplay audio layer: player, combat, enemies, abilities, UI; material-based impacts and footsteps; FMOD implementation in Unreal Engine (UE4/UE5); audio mixing, profiling, and performance optimization; established sci‑fi audio identity using modular synthesis and custom sound design.
Sound Designer / Additional Music at Bloober Team
September 1, 2016 - September 30, 2017
Gameplay and character sound design, environmental sounds; horror stingers and scripted scare events; narrative-driven atmosphere; additional music for locations; UE4 + FMOD implementation.
Sound Designer (Contract) at IMGN.PRO
June 1, 2015 - December 31, 2015
Gameplay and asset sound design for Kholat; ambience, audio implementation in Unreal Engine; contributed to atmosphere and tension design.
Sound Designer at CD Projekt RED
August 1, 2014 - May 31, 2016
Dialogue scene sound design and scripted quest audio; asset creation and implementation using Wwise and proprietary engine; close collaboration with quest and dialogue teams.
Music Designer at CD Projekt RED
January 1, 2015 - May 31, 2016
Music spotting in quests; implementation of existing music assets into a dynamic music system (Wwise); planning and testing music transitions in coordination with quest designers.
Sound Designer / Composer at CreativeForge Games
February 1, 2013 - July 31, 2014
Full sound design and music creation for Ancient Space and Hard West; gameplay audio, ambient layers, cutscenes, and voice editing; composed and produced the game’s soundtrack; collaboration with design and development teams.
Sound Designer / Composer at Tabasco Interactive
February 1, 2012 - October 31, 2012
Sound design, sample creation, and audio implementation for Bruce (Vertical Slice) and an unannounced prototype; music composition for UI and gameplay.
Sound Designer / Composer at Incuvo
September 1, 2012 - November 30, 2012
Sound design for Createrria (iOS); gameplay, character, animation, and UI sounds; audio implementation in Unity.
Composer / Sound Designer at Silesian Film Commission
January 1, 2012 - December 31, 2012
Composer / Sound Designer for promotional film; music composition and ambient effects.
Composer at TVP3
January 1, 2012 - December 31, 2012
Theme song composition; background music for multiple episodes.
Sound Designer / Composer at Nicolas Games
February 1, 2011 - April 30, 2012
Sound design and audio implementation for Afterfall Insanity and Afterfall Insanity: Dirty Arena; music composition for the game soundtrack; ambient and atmospheric music.

Education

BA and MA in Music in Computers and Sound Design at University of Silesia
January 1, 2004 - January 1, 2011
High School Diploma at Adam Asnyk High School in Bielsko-Biała
January 1, 2001 - January 1, 2004
Music School Diploma at Stanisław Moniuszko State Music School in Bielsko-Biała
January 1, 1992 - January 1, 2001

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Professional Services