I'm a Lead Game Audio Designer / Audio Director with 6+ years of experience building and scaling interactive audio systems across mobile, PC, and console games. I specialize in audio system design, implementation, and optimization within Unity and Unreal Engine 5, using FMOD and Wwise to tightly integrate sound into gameplay, UI, narrative, and live-service content. I’ve led audio directions on large-scale projects, mentored teams, and implemented reusable audio frameworks to improve performance and consistency across platforms. I’m open to relocating to join a new team and continue delivering immersive, accessible audio experiences.

Siarhei Kutuzau

PRO

I'm a Lead Game Audio Designer / Audio Director with 6+ years of experience building and scaling interactive audio systems across mobile, PC, and console games. I specialize in audio system design, implementation, and optimization within Unity and Unreal Engine 5, using FMOD and Wwise to tightly integrate sound into gameplay, UI, narrative, and live-service content. I’ve led audio directions on large-scale projects, mentored teams, and implemented reusable audio frameworks to improve performance and consistency across platforms. I’m open to relocating to join a new team and continue delivering immersive, accessible audio experiences.

Available to hire

I’m a Lead Game Audio Designer / Audio Director with 6+ years of experience building and scaling interactive audio systems across mobile, PC, and console games. I specialize in audio system design, implementation, and optimization within Unity and Unreal Engine 5, using FMOD and Wwise to tightly integrate sound into gameplay, UI, narrative, and live-service content.

I’ve led audio directions on large-scale projects, mentored teams, and implemented reusable audio frameworks to improve performance and consistency across platforms. I’m open to relocating to join a new team and continue delivering immersive, accessible audio experiences.

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Language

Russian
Fluent
English
Advanced
Polish
Beginner

Work Experience

Principal Audio Designer at Nexters
December 1, 2021 - Present
Projects: Hero Wars: Alliance (Unity), ● Led audio design across the Hero Wars universe, delivering consistent sound quality for both gameplay and cinematics ● Created and maintained libraries of SFX, music, and VO covering all gameplay and cinematics ● Built a custom adaptive mixing system to improve real-time intelligibility and clarity of in-game audio ● Developed reusable audio event templates, reducing integration time by 50% ● Optimized project structure and asset delivery, improving audio load times by 30% on mobile/web platforms ● Developed an efficient audio pipeline that reduced cross-departmental dependency by 40% ● Worked closely with designers, animators, developers, and UI/UX teams to support live-ops content and player-driven updates Projects: Hero Wars: Alliance (Unity)
Audio Director at Redboon
June 1, 2022 - December 25, 2025
Projects: Knock on the Coffin Lid, Nightmare of Millenis — Unity+FMOD As the Audio Director, I own the complete audio vision and execution for our projects. My leadership in sound design recently led one of our titles to be nominated for the prestigious G.A.N.G. Award for Best Sound Design in an Indie Game — the highest international recognition in game audio. ● Led full-cycle audio production across two titles, building systems for combat, UI, cinematics, and narrative audio ● Designed and implemented dynamic SFX systems using FMOD parameters, triggers, and real-time mixing techniques ● Developed the overall audio architecture in collaboration with designers, engineers, and animators to support gameplay and storytelling ● Directed VO production, including casting, recording, editing, and mastering ● Delivered and managed a library of over 15,000 custom audio assets, including Foley, UI, environment, and cutscene content ● Ensured audio was optimized for performance and memory usage across PC platforms, balancing quality and efficiency.
Lead Audio Designer at 4tale
July 1, 2024 - March 31, 2025
Managed a team of sound designers and composers, in card-based roguelike on unity and multiplayer first-person shooter on unreal engine. Content creation and implementation, as well as mentoring young professionals.
Sound Designer, Composer at Paprikash Works
December 1, 2020 - April 30, 2021
esigning immersive audio for games, including: Dynamic soundscapes, Atmospheric environments, Interactive audio elements, Engaging musical scores.
Principal Game Audio Designer at Nexters
December 1, 2021 - Present
Owned audio direction and system architecture for the Hero Wars franchise, defining sound identity across gameplay, cinematics, and live-service content for 180M+ players. Served as the primary audio owner and technical decision-maker for large-scale live-service projects. Designed scalable Unity audio systems with FMOD, and architected a custom adaptive mixing system to improve real-time clarity and feedback. Developed reusable audio event frameworks, reducing integration time by ~50%. Led optimization of audio pipelines and asset delivery, cutting load times by up to 30%.
Lead Audio Designer at 4Tale Production
January 1, 2024 - March 1, 2025
Led audio design for three in-development titles (Unity, Unreal Engine 5). Built scalable modular MetaSounds systems for gameplay events, environments, and adaptive behaviors. Created Foley and field recordings, and mentored junior designers on MetaSounds workflows. Integrated Steel Ark spatial audio system for advanced 3D positioning and environmental immersion.
Audio Designer at Galior Studio
January 1, 2021 - December 31, 2021
Designed and produced SFX, music, and ambience to support gameplay and world-building. Implemented audio in Unity + FMOD, including events, banks, and dynamic mixing.
Audio Designer at Galior Studio
January 1, 2024 - December 31, 2024
Updated sound language and systems for new projects; maintained cross-project consistency across multiple titles.

Education

Bachelor of Marketing at Brest State Technical University
September 1, 2013 - June 30, 2017
B.A. in Marketing at Brest State Technical University
January 11, 2030 - January 1, 2017
Mixing & Mastering at XSSR Academy
January 1, 2025 - April 9, 2026
Native Unreal Audio System at XSSR Academy
January 11, 2030 - January 1, 2022
Interactive audio systems at XSSR Academy
January 1, 2021 - April 9, 2026
Sound Design & Wwise at Monocat School
January 1, 2020 - April 9, 2026

Qualifications

Sound Design and Wwise Implementation
December 2, 2019 - April 30, 2020
Interactive audio engines: Fmod and Wwise
April 1, 2022 - July 31, 2022
Unreal Engine: Native Audio System and Blueprints. | XSSR Academy
April 9, 2026 - April 9, 2026
Mixing and Mastering | XSSR Academy
June 1, 2024 - August 31, 2025
G.A.N.G. Award Nominee: Best Sound Design for indie games 2026
March 9, 2026 - March 9, 2026
Project: Knock on the coffin lid
Mixing & Mastering
January 1, 2025 - April 9, 2026
Native Unreal Audio System
January 1, 2022 - April 9, 2026
Interactive audio systems
January 1, 2021 - April 9, 2026
Sound Design & Wwise
January 1, 2020 - April 9, 2026
B.A. in Marketing
January 11, 2030 - January 1, 2017

Industry Experience

Media & Entertainment, Gaming, Other, Software & Internet
    paper Dissonators

    https://www.twine.net/signin

    Dissonators

    Audio Leadership for High-Intensity Action Systems

    Audio leadership for Dissonators — a fast-paced action game focused on chaotic encounters, player abilities, and moment-to-moment gameplay intensity.


    Overview

    Dissonators is built around high-density gameplay, where multiple systems overlap: player abilities, enemies, effects, and environmental interactions.

    Audio plays a critical role in:

    • maintaining clarity during chaotic gameplay
    • delivering impactful feedback for player actions
    • reinforcing pacing and intensity

    As Lead Sound Designer, I defined how audio supports both readability and immersion under pressure.


    Key Contributions

    • Led audio direction and implementation across the project
    • Designed sound for abilities, combat interactions, and enemy behaviors
    • Built systems for handling overlapping audio events in high-intensity scenarios
    • Established audio priorities and mixing logic for gameplay clarity
    • Defined the overall sonic identity of the game

    Approach

    Audio was designed to manage chaos without losing clarity

    • Prioritized readability in fast-paced gameplay
    • Designed layered feedback for player actions and abilities
    • Controlled audio density and mix under heavy load
    • Balanced impact vs clarity in combat-heavy scenarios

    Challenges

    • Multiple simultaneous sound sources during combat
    • Need for real-time prioritization and mixing
    • Maintaining clarity without reducing intensity
    • Supporting diverse gameplay situations and edge cases

    Tools & Implementation

    • Middleware + in-engine integration
    • Real-time mixing and prioritization systems
    • Scalable audio setup for evolving gameplay

    Outcome

    • Delivered a clear and responsive audio experience under high gameplay load
    • Maintained impact while avoiding audio clutter
    • Established a scalable audio foundation for further development

    Role

    Lead Sound Designer

    paper # Steel Ark

    Steel Ark

    https://www.twine.net/signin

    Audio Design for a Systemic Survival Sandbox

    Sound design for Steel Ark — a first-person survival sandbox set in a post-apocalyptic world, combining exploration, crafting, automation systems, and a mobile train base as the core gameplay mechanic.


    Overview

    Steel Ark is a system-driven survival experience where the player must explore, gather resources, build production chains, and maintain a moving base under constant pressure. :contentReference[oaicite:0]{index=0}

    The game combines:

    • survival mechanics
    • automation systems
    • base building and management
    • exploration and combat

    Audio needed to support a highly dynamic and systemic gameplay loop.


    Key Contributions

    • Designed sound for a first-person survival and crafting system
    • Built audio for resource gathering, crafting, and automation pipelines
    • Developed sound identity for a moving train base (core gameplay feature)
    • Created feedback systems for exploration, combat, and environmental hazards
    • Ensured clarity in complex, multi-layered gameplay scenarios

    Approach

    Audio was designed to support continuous gameplay loops and systemic interactions

    • Focus on player feedback during resource management and crafting
    • Designed audio for persistent, evolving environments
    • Supported both solo and co-op gameplay readability
    • Balanced immersion with functional clarity in survival scenarios

    Challenges

    • Highly dynamic gameplay: player constantly switches between exploration, combat, crafting, and management
    • Need for modular and scalable audio systems
    • Supporting a mobile base (train) as a central gameplay element
    • Maintaining clarity across automation and production chains

    Tools & Implementation

    • Middleware + in-engine integration
    • System-driven audio architecture
    • Iteration within ongoing development (pre-release production)

    Outcome

    • Delivered a coherent audio layer for a complex survival sandbox
    • Supported gameplay readability across multiple interconnected systems
    • Enabled scalable audio design for future content and expansion

    Role

    Sound Designer

    paper Everwayne

    Everwayne

    https://www.twine.net/signin

    Audio Leadership for a System-Driven Roguelike

    Sound design and audio leadership for Everwayne — a card-based roguelike combining deckbuilding, party mechanics, and exploration systems. :contentReference[oaicite:0]{index=0}


    Overview

    Everwayne is a system-heavy roguelike experience, where gameplay emerges from the interaction of cards, characters, positioning, and environment.

    Audio had to support:

    • high variability of gameplay outcomes
    • layered combat systems
    • exploration and narrative elements

    As Lead Sound Designer, I was responsible for defining how sound operates within a complex, replayable system.


    Key Contributions

    • Led audio direction and implementation across the project
    • Defined audio behavior for systemic gameplay (cards, abilities, interactions)
    • Built scalable solutions for highly variable combat scenarios
    • Designed audio for characters, enemies, environments, and UI
    • Established pipelines for consistent audio integration in a growing project

    Approach

    Audio was designed as a system, not a linear layer

    • Focus on readability in turn-based, card-driven combat
    • Created feedback for player decisions and tactical positioning
    • Designed sound to support replayability and variation
    • Balanced fantasy atmosphere with gameplay clarity

    Challenges

    • High variability: each run creates different combinations of cards, builds, and encounters
    • Need for modular and reusable audio systems
    • Supporting both solo and party-based gameplay dynamics :contentReference[oaicite:1]{index=1}

    Tools & Implementation

    • Middleware + engine integration (Unity) :contentReference[oaicite:2]{index=2}
    • System-driven audio logic
    • Iterative implementation aligned with Early Access development

    Outcome

    • Delivered a coherent audio experience across a systemic roguelike
    • Supported gameplay clarity in complex tactical scenarios
    • Enabled scalable audio production for ongoing development and updates

    Role

    Lead Sound Designer

    paper Hero Wars: Alliance

    Hero Wars: Alliance

    https://www.twine.net/signin

    Full Ownership Sound Design

    Full-cycle sound design for Hero Wars: Alliance, a globally released mobile RPG with a large active player base.


    Overview

    As the sole sound designer on the project, I was responsible for the entire audio experience — from concept to implementation.

    This included maintaining audio quality across a live product with continuous updates, new content, and evolving gameplay systems.


    Key Contributions

    • Owned 100% of the game’s audio production and implementation
    • Designed sound for heroes, abilities, UI, environments, and events
    • Maintained audio consistency across frequent live updates
    • Improved combat readability and player feedback through sound
    • Created scalable solutions for content-heavy live operations

    Approach

    Audio was treated as a core gameplay feedback system

    • Focus on clarity in high-density combat scenarios
    • Fast iteration to support live ops and frequent content releases
    • Balancing performance constraints of mobile devices with audio quality
    • Prioritizing player feedback and usability

    Tools & Implementation

    • Full-cycle pipeline: design → implementation → optimization
    • Middleware and in-engine audio systems
    • Performance optimization for mobile platforms

    Outcome

    • Delivered consistent audio quality across a live service game
    • Supported continuous content expansion without degradation of audio experience
    • Enhanced player feedback and gameplay clarity

    Role

    Solo Sound Designer

    paper Knock on the coffin lid

    https://www.twine.net/signin

    Narrative-driven sound design for Knock on the Coffin Lid, a dark fantasy roguelike focused on atmosphere and storytelling through audio.


    Overview

    This project explores how sound can carry narrative meaning when visuals remain unchanged.

    Due to production constraints, many scenes reuse static visuals — meaning that emotional shifts, tension, and progression are conveyed primarily through sound design and narrative text.


    Key Contributions

    • Led the audio direction and strategy during the final year of development
    • Built and guided the overall sonic vision of the project
    • Designed a reactive audio system reflecting player choices and branching narrative
    • Established audio pipelines and workflows for the team
    • Reduced audio clutter in combat, improving clarity without losing impact
    • Defined sonic identity for characters, encounters, and environments

    Approach

    Sound was treated not as support, but as a primary storytelling system

    • Cross-disciplinary collaboration with narrative, design, and production
    • Decision-making on audio priorities under production constraints
    • Focus on player perception, readability, and emotional impact
    • Balancing artistic vision with technical limitations

    Leadership

    • Audio Director (final year of development)
    • Audio Lead (previous production phase)
    • Responsible for audio quality, consistency, and delivery
    • Mentoring and guiding audio-related decisions across the project

    Tools & Implementation

    • Middleware + in-engine integration
    • System-driven audio logic
    • Scalable and optimized audio solutions

    Outcome

    This project demonstrates how sound design can:

    • Replace missing visual feedback
    • Drive narrative engagement
    • Act as a core system, not a supporting layer

    Role

    Audio Director / Audio Lead / Sound Designer

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