I’m Andrei Cartera, a software engineer focused on C++ real-time audio systems and DSP, with hands-on experience building gameplay-integrated audio for Unreal Engine projects. I enjoy turning complex requirements into clean system logic—especially around concurrency, data processing, and reliable debugging—while collaborating closely with designers and teammates to ship features. Lately I’ve been combining audio engineering with AI by training and experimenting with a time-domain audio transformer for raw waveform speech recognition. Across my game and research work, I like building custom tooling (like Unreal/Wwise plugins) and studying core engineering topics, from producer–consumer patterns to thread synchronization, so I can make audio and gameplay systems both responsive and maintainable.…

Andrei Cartera

I’m Andrei Cartera, a software engineer focused on C++ real-time audio systems and DSP, with hands-on experience building gameplay-integrated audio for Unreal Engine projects. I enjoy turning complex requirements into clean system logic—especially around concurrency, data processing, and reliable debugging—while collaborating closely with designers and teammates to ship features. Lately I’ve been combining audio engineering with AI by training and experimenting with a time-domain audio transformer for raw waveform speech recognition. Across my game and research work, I like building custom tooling (like Unreal/Wwise plugins) and studying core engineering topics, from producer–consumer patterns to thread synchronization, so I can make audio and gameplay systems both responsive and maintainable.…

Available to hire

I’m Andrei Cartera, a software engineer focused on C++ real-time audio systems and DSP, with hands-on experience building gameplay-integrated audio for Unreal Engine projects. I enjoy turning complex requirements into clean system logic—especially around concurrency, data processing, and reliable debugging—while collaborating closely with designers and teammates to ship features.

Lately I’ve been combining audio engineering with AI by training and experimenting with a time-domain audio transformer for raw waveform speech recognition. Across my game and research work, I like building custom tooling (like Unreal/Wwise plugins) and studying core engineering topics, from producer–consumer patterns to thread synchronization, so I can make audio and gameplay systems both responsive and maintainable.

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Experience Level

Expert
Expert
Intermediate
Beginner
Beginner
Beginner
Beginner

Language

English
Fluent
Romanian, Moldavian, Moldovan
Advanced

Work Experience

Audio Programmer / AI Programmer (Unreal C++) — Team of 4 at Bring on The Bling
September 1, 2023 - Present
Built an evolving audio system integrated with Unreal Engine gameplay using Wwise and Unreal 5. Implemented the core wave manager gameplay loop in Unreal C++, including state transitions, dynamic spawner pools, timer handles, and tracking enemy/pickup lifecycles. Developed a custom C++ Wwise SDK plugin using a circular buffer to create a dynamic pitch-bend sound effect. Used Unreal Blueprints with UE State Trees to build enemy AI and contributed to systems such as the player HUD and special effects.
Tech Lead / AI and Audio Programmer (UE Blueprints) — Team of 11 at Onibi: Lost Souls
September 1, 2022 - April 1, 2023
Integrated Wwise with Unreal and partnered closely with the audio designer to implement audio throughout the game. Worked with the team to create behaviors for AI companions that served as core game mechanics. Led the tech team by resolving coding issues, managing weekly tasks, and making key decisions to support production progress.

Education

BSc, Computer Science and Digital Audio at DigiPen Institute of Technology
September 7, 2020 - April 1, 2025

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Software & Internet, Computers & Electronics, Transportation & Logistics