Hi, Iโm 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 itโs 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:
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Available for freelance projects and collaborations. Letโs bring your gameโs world to life! ๐ง
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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
A collection of original game soundtracks spanning different genres and moods:
โThe Crimson Orderโ โ sci-fi/horror orchestral hybrid
โLed Raider 3Dโ โ industrial techno / action theme
โTime Explorerโ โ tense boss theme with heavy percussion
โDeepโ โ emotional piano and orchestral piece
Full production process: composition, arrangement, mixing, and mastering.
Tools: Ableton Live
A dynamic music system for the game โThe 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
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 thatโs easy to expand.
Tools: Unity, FMOD Studio, C#
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