I’m Timofei Shukshin, a high-proficiency technical sound designer and Foley artist focused on immersive audio for games and other media. I use industry-standard tools like Pro Tools and Reaper, plus middleware such as Wwise and FMOD, to prototype and implement audio that feels integrated with interactive experiences, cinematic storytelling, and real-time environments. I enjoy building detailed soundscapes from recording to final mix—capturing high-quality field Foley, editing, and shaping audio mood through narrative. I also bring strong teamwork and production workflow skills from leading small audio teams, working on voiceovers and ambiences, and applying my practical approach to procedural sound generation and Unreal Engine / MetaSound integrations.…

Timofei Shukshin

I’m Timofei Shukshin, a high-proficiency technical sound designer and Foley artist focused on immersive audio for games and other media. I use industry-standard tools like Pro Tools and Reaper, plus middleware such as Wwise and FMOD, to prototype and implement audio that feels integrated with interactive experiences, cinematic storytelling, and real-time environments. I enjoy building detailed soundscapes from recording to final mix—capturing high-quality field Foley, editing, and shaping audio mood through narrative. I also bring strong teamwork and production workflow skills from leading small audio teams, working on voiceovers and ambiences, and applying my practical approach to procedural sound generation and Unreal Engine / MetaSound integrations.…

Available to hire

I’m Timofei Shukshin, a high-proficiency technical sound designer and Foley artist focused on immersive audio for games and other media. I use industry-standard tools like Pro Tools and Reaper, plus middleware such as Wwise and FMOD, to prototype and implement audio that feels integrated with interactive experiences, cinematic storytelling, and real-time environments.

I enjoy building detailed soundscapes from recording to final mix—capturing high-quality field Foley, editing, and shaping audio mood through narrative. I also bring strong teamwork and production workflow skills from leading small audio teams, working on voiceovers and ambiences, and applying my practical approach to procedural sound generation and Unreal Engine / MetaSound integrations.

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Experience Level

Expert
Expert

Work Experience

Technical Sound Designer / Foley Artist
January 1, 2020 - Present
Prototype audio integration in Unreal Engine using MetaSound and Wwise for freelance projects. Worked across the full production pipeline for interactive media, short films, and commercials—designing and implementing immersive soundscapes and sound assets tailored to cinematic and gameplay environments. Recorded and edited high-quality Foley and field recordings, then shaped them into reusable audio assets for production. Performed end-to-end audio production and post-production using Pro Tools, Reaper, iZotope RX, and tools/plugins for audio cleanup. Built experiences combining voiceover, ambiences, transitions, and SFX, ensuring the final mix supported the intended mood and narrative.
Sound Engineer / Post-production Supervisor
January 1, 2017 - January 1, 2020
Supported audio production from recording through editing and mixing, including voiceovers, ambiences, transitions, and SFX. Took part in game engine audio integration work (Unity and Unreal), helping connect creative audio design with implementation needs. Led small teams of audio editors and engineers, coordinating work and guiding delivery. Focused on shaping audio mood and narrative to match project requirements.
Moki (Music Education) - Audio/music foundation at Moki
January 1, 2015 - January 1, 2020
Built a strong foundation through music education that improved understanding of the profession much more deeply, supporting later work in sound design and music implementation.

Education

GITR (Sound Engineering) - Sound Engineer / Post-production Supervisor education at GITR
January 1, 2021 - January 1, 2025

Qualifications

Unreal Engine / MetaSound audio integration experience
January 1, 2020 - September 28, 2026
Wwise audio integration experience
January 1, 2020 - September 28, 2026

Industry Experience

Media & Entertainment, Gaming, Education