Senior Sound Designer with 7+ years of experience in interactive audio implementation and adaptive music systems for gameplay-driven environments. Specialized in Unreal Engine 5 (MetaSounds, Quartz), Wwise, and FMOD. Experienced in designing scalable SFX systems, procedural audio, state-based music, and real-time mixing pipelines for multiple genres.

Fabrício Tentârdini

Senior Sound Designer with 7+ years of experience in interactive audio implementation and adaptive music systems for gameplay-driven environments. Specialized in Unreal Engine 5 (MetaSounds, Quartz), Wwise, and FMOD. Experienced in designing scalable SFX systems, procedural audio, state-based music, and real-time mixing pipelines for multiple genres.

Available to hire

Senior Sound Designer with 7+ years of experience in interactive audio implementation and adaptive music systems for gameplay-driven environments. Specialized in Unreal Engine 5 (MetaSounds, Quartz), Wwise, and FMOD. Experienced in designing scalable SFX systems, procedural audio, state-based music, and real-time mixing pipelines for multiple genres.

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Language

Portuguese
Fluent
English
Fluent

Work Experience

Music Composer & Sound Designer at Project Reborn
March 1, 2023 - February 1, 2024
Delivered full gameplay SFX and adaptive music implementation in Unreal Engine MetaSounds; mixed and mastered assets to meet platform standards; produced trailer audio and marketing materials.
Senior Sound Designer at Big Moxi Games
August 1, 2022 - December 1, 2025
Designed SFX libraries, music, and game sound assets for racing and shooter genres. Conducted field recording and Foley; led scalable SFX systems including procedural footsteps and advanced weapon audio pipelines; RTPC-driven and state-based music transitions; collaborated with gameplay and design teams.
Sound Designer & Composer at DragonClaw Studios
September 30, 2019 - November 30, 2023
• Designed complete audio architecture for indie JRPG Twilight Star. • Implemented zone-based ambience systems and event-driven audio logic. • Produced cinematic cutscene mixes and gameplay audio passes. • Created adaptive music and designed frameworks using UE Sound Cue. • Produced full SFX libraries, cutscene mixes, and gameplay sound passes. • Delivered trailer audio, demo reels, and marketing materials with polished final mixes
Composer and Sound Designer at FabriSounds
September 1, 2018 - Present
Developed dynamic sound effects and adaptive music systems for indie and mid-scale productions using Unreal Engine 5, Wwise, and FMOD. Created engaging audio for gameplay, marketing, and trailers.

Education

Bachelor's Degree in Advertising at Universidade do Vale do Rio dos Sinos (Unisinos)
January 1, 2001 - January 1, 2007
Sound Design and Post Production for Media at AudioDidata School
January 11, 2030 - December 1, 2026
Sound Design for Game & Interactive Media at Game Audio School
January 1, 2021 - January 1, 2021
Game & Interactive Media Design Course at GA Academy
January 1, 2017 - January 1, 2018

Qualifications

Certified Sound Designer for Game & Interactive Media
February 2, 2021 - February 19, 2026
Certified Music Composer for Games
January 2, 2017 - December 15, 2018

Industry Experience

Gaming, Media & Entertainment, Software & Internet