Hi, I’m Mark Muraski. I’ve spent two decades in the gaming industry as a sound designer and audio director, shaping the sonic landscape from concept through implementation. I’ve led audio for titles like Killing Floor 2, Rising Storm 2, and Maneater, building robust dialog, music, and SFX systems in Wwise and Unreal Engine, while managing schedules, budgets, and outsourcing to deliver immersive experiences on tight deadlines. I excel at audio pipeline design, tool creation, casting and directing voice work, and cross-discipline collaboration to ensure every project hits its sonic vision and technical requirements. I thrive on turning creative ideas into polished, technically sound audio that enhances gameplay and storytelling.

Mark Muraski

Hi, I’m Mark Muraski. I’ve spent two decades in the gaming industry as a sound designer and audio director, shaping the sonic landscape from concept through implementation. I’ve led audio for titles like Killing Floor 2, Rising Storm 2, and Maneater, building robust dialog, music, and SFX systems in Wwise and Unreal Engine, while managing schedules, budgets, and outsourcing to deliver immersive experiences on tight deadlines. I excel at audio pipeline design, tool creation, casting and directing voice work, and cross-discipline collaboration to ensure every project hits its sonic vision and technical requirements. I thrive on turning creative ideas into polished, technically sound audio that enhances gameplay and storytelling.

Available to hire

Hi, I’m Mark Muraski. I’ve spent two decades in the gaming industry as a sound designer and audio director, shaping the sonic landscape from concept through implementation. I’ve led audio for titles like Killing Floor 2, Rising Storm 2, and Maneater, building robust dialog, music, and SFX systems in Wwise and Unreal Engine, while managing schedules, budgets, and outsourcing to deliver immersive experiences on tight deadlines.

I excel at audio pipeline design, tool creation, casting and directing voice work, and cross-discipline collaboration to ensure every project hits its sonic vision and technical requirements. I thrive on turning creative ideas into polished, technically sound audio that enhances gameplay and storytelling.

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Work Experience

Audio Director / Technical Sound Designer / Sound Designer at Tripwire Interactive
January 1, 2015 - January 1, 2026
Responsible for audio across all Tripwire titles, including Killing Floor 2 (and future Killing Floor 3), Rising Storm 2, Incursion (VR), Espire 1 (VR), and Maneater. Managed schedules and scope, outsourced work, budgets, asset creation and sound design, implementation, pipeline/tool creation, casting, and mixing. Supervised marketing video assets. Oversaw technical delivery of audio on Tripwire Presents titles, including Chivalry II and Deceive Inc.
Audio and Narrative Director at Xaviant, LLC
January 1, 2012 - January 1, 2015
Led audio and narrative for Xaviant projects; managed schedule/scope, outsourcing, budgets, asset creation, sound design, and implementation; supervised casting and mixing; contributed to marketing assets.
Lead Sound Designer at High Voltage Software
January 1, 2007 - January 1, 2012
Handled sound design, implementation, voice-over direction/recording, and memory management for a wide range of game titles.
Owner/Engineer at Fuse Recordings
January 1, 2002 - January 1, 2007
Owner and operator of a full-service audio studio utilizing Pro Tools and Analog Tape. Clients included: Sony Motion Pictures, Comedy Central/Colbert Report, Cheap Trick, Monday Night Football.

Education

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Qualifications

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Industry Experience

Gaming, Media & Entertainment