Hi, I'm Paulo Serbake โ€” a Sound Designer and Composer specialized in Game Audio. Based in Brazil, I hold a degree in Music Education (UDESC) and specialized training in Game Audio (Game Audio Academy). I work with FMOD + Unity to create adaptive soundscapes, original music, and immersive audio experiences for games. My focus is on storytelling through sound โ€” whether it's designing SFX for action/horror scenes, composing emotional themes, or implementing interactive audio systems. I believe sound should serve the narrative and resonate with players emotionally. Check out my portfolio for reels and case studies: ๐Ÿ‘‰ _Website not available. Sign in: https://www.twine.net/signup_ Available for freelance projects and collaborations. Let's bring your game's world to life! ๐ŸŽงโ€ฆ

Paulo Serbake

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Hi, I'm Paulo Serbake โ€” a Sound Designer and Composer specialized in Game Audio. Based in Brazil, I hold a degree in Music Education (UDESC) and specialized training in Game Audio (Game Audio Academy). I work with FMOD + Unity to create adaptive soundscapes, original music, and immersive audio experiences for games. My focus is on storytelling through sound โ€” whether it's designing SFX for action/horror scenes, composing emotional themes, or implementing interactive audio systems. I believe sound should serve the narrative and resonate with players emotionally. Check out my portfolio for reels and case studies: ๐Ÿ‘‰ _Website not available. Sign in: https://www.twine.net/signup_ Available for freelance projects and collaborations. Let's bring your game's world to life! ๐ŸŽงโ€ฆ

Available to hire

Hi, Iโ€™m Paulo Serbake โ€” a Sound Designer and Composer specialized in Game Audio.

Based in Brazil, I hold a degree in Music Education (UDESC) and specialized training in Game Audio (Game Audio Academy). I work with FMOD + Unity to create adaptive soundscapes, original music, and immersive audio experiences for games.

My focus is on storytelling through sound โ€” whether itโ€™s designing SFX for action/horror scenes, composing emotional themes, or implementing interactive audio systems. I believe sound should serve the narrative and resonate with players emotionally.

Check out my portfolio for reels and case studies:
๐Ÿ‘‰ Website not available. Sign in: https://www.twine.net/signup

Available for freelance projects and collaborations. Letโ€™s bring your gameโ€™s world to life! ๐ŸŽง

See more

Experience Level

Expert
Expert

Language

Portuguese
Fluent
English
Fluent
Spanish; Castilian
Fluent

Work Experience

Freelance Sound Designer & Composer at Self-Employed
February 6, 2025 - Present
Specialized in sound design and original music composition for games. Services include: sound effects creation, adaptive music systems, and audio implementation (FMOD, Unity).

Education

Bachelor's Degree in Music at UDESC, Brazil
January 1, 2018 - January 1, 2022
Game Audio Course โ€“ Sound Design & Music for Games at Game Audio Academy
January 1, 2023 - January 1, 2025

Qualifications

Game Audio Academy Certified
January 9, 2023 - December 19, 2024

Industry Experience

Gaming, Media & Entertainment
    paper Sound Design Reel

    A compilation of 5 complete sound redesigns for game scenes:

    Ninja Gaiden (cinematic)
    Pocket Bravery (Brazilian indie fighter)
    Blasphemous (gameplay)
    Back 4 Blood (gameplay)
    Arc Raiders (cinematic)

    Each sound was built from scratch using layering and custom effects chains. Focus on visceral impacts, atmospheric textures, and creature vocals.

    Tools: Ableton Live, FMOD, various SFX libraries

    paper Soundtrack Reel - Original Music Composition for Games

    A collection of original game soundtracks spanning different genres and moods:

    โ€œThe Crimson Orderโ€ โ€“ sci-fi/horror orchestral hybrid
    โ€œLed Raider 3Dโ€ โ€“ industrial techno / action theme
    โ€œTime Explorerโ€ โ€“ tense boss theme with heavy percussion
    โ€œDeepโ€ โ€“ emotional piano and orchestral piece

    Full production process: composition, arrangement, mixing, and mastering.

    Tools: Ableton Live

    paper The Explorer: Adaptive Music System โ€“ Unity + FMOD

    A dynamic music system for the game โ€œThe Explorerโ€. The score reacts in real-time to gameplay intensity, specifically the number of enemies on screen.

    What was implemented:

    Seamless music transitions between ambient and combat states
    Parameter automation in FMOD based on enemy count
    Full integration with Unity using FMOD Studio Event Emitter
    Layered music stems blending in real time

    Goal: Create a responsive, non-repetitive audio experience that enhances player immersion.

    Tools: Unity, FMOD Studio, Ableton Live

    paper Modular UI Audio System for Games โ€“ Unity + FMOD

    A clean, scalable audio system for game menus and UI interactions.

    Implemented features:

    Randomized pitch for click sounds (natural variation)
    Dedicated /Music bus for independent volume control
    Centralized UIAudioManager (Singleton) handling all UI sounds
    Reusable ButtonAudio script with enum for sound type (Click, Hover, Back)
    Volume slider controlling FMOD bus in real time
    Preferences saved with PlayerPrefs

    Goal: Build a modular and professional audio structure thatโ€™s easy to expand.

    Tools: Unity, FMOD Studio, C#