I have composed and implemented music across a range of projects, with selected highlights included in my portfolio. For that, I have more than 10 years of experience in music composing, and making sound effects using industry-standard tools such as Pro Tools, Reaper, and various audio middleware (FMOD, Wwise). I’m also confident using C++ and Blueprint within Unreal Engine to build and implement audio systems. Above all, I care about the result of that work: music and sound effects that build emotion and narrative, fully integrated into the overall experience. Strong collaboration is key to that. I’ve worked with directors, developers, creatives, and clients, and I’m comfortable managing multiple tasks under tight deadlines without losing focus on detail or quality.

Takuro Sakamoto

I have composed and implemented music across a range of projects, with selected highlights included in my portfolio. For that, I have more than 10 years of experience in music composing, and making sound effects using industry-standard tools such as Pro Tools, Reaper, and various audio middleware (FMOD, Wwise). I’m also confident using C++ and Blueprint within Unreal Engine to build and implement audio systems. Above all, I care about the result of that work: music and sound effects that build emotion and narrative, fully integrated into the overall experience. Strong collaboration is key to that. I’ve worked with directors, developers, creatives, and clients, and I’m comfortable managing multiple tasks under tight deadlines without losing focus on detail or quality.

Available to hire

I have composed and implemented music across a range of projects, with selected highlights included in my portfolio.
For that, I have more than 10 years of experience in music composing, and making sound effects using industry-standard tools such as Pro Tools, Reaper, and various audio middleware (FMOD, Wwise).
I’m also confident using C++ and Blueprint within Unreal Engine to build and implement audio systems.
Above all, I care about the result of that work: music and sound effects that build emotion and narrative, fully integrated into the overall experience.

Strong collaboration is key to that. I’ve worked with directors, developers, creatives, and clients, and I’m comfortable managing multiple tasks under tight deadlines without losing focus on detail or quality.

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Language

English
Fluent
Japanese
Fluent
German
Intermediate

Work Experience

Game Developer / Audio Programmer at Proof of Taste GmbH
October 1, 2025 - Present
Audio backend of virtual reality DJ game; game development
Sound Designer at Another World VR GmbH
June 1, 2017 - October 1, 2025
Sound design, music composition, sound implementation; developing mini games
Sound Designer at Freelance
May 1, 2017 - Present
Sound design for films and games; music mixing
Game Developer / Audio Programmer at Taste GmbH
October 1, 2025 - Present
Audio backend development for a virtual reality DJ game using JUCE and C++; created DJ mixer and sample components in JUCE framework; built 30+ real-time DJ sound effects; implemented BPM and musical-key detection algorithms; developed track data and DJ settings management with Rekordbox library export.

Education

Sound Engineering Diploma at SAE Institute
September 1, 2015 - May 1, 2017
Sound Engineering Diploma at SAE Institute
September 1, 2015 - May 1, 2017

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper District VR

    Pushing the boundaries of DJing by blending professional audio tools with VR accessibility.

    As Audio Programmer, I built custom CDJ and Mixer components in C++, recreating the feel of pro DJ hardware inside an interactive environment.
    The system supported multiple audio outputs (two physical + one spatial in-game), track import from local storage, and over 20 real-time effects, from EQs and filters to reverb and distortion. I also developed pitch and tempo tools, plus custom audio analysis algorithms for BPM and key detection.
    To expand on this, I created a music mini-game powered by MIDI data, combining rhythm mechanics with creative audio manipulation for a playful element.