I am a sound designer and composer specializing in interactive audio for videogames, film, television, and trailers. I design real-time SFX, interactive music systems, and gameplay-driven audio, with hands-on experience implementing and optimizing sound in Unreal Engine, Unity, Wwise, FMOD, and Master Audio. My work spans mobile titles, high-speed racing games, competitive combat systems, and cinematic productions.…

Stefano Caiazzo

I am a sound designer and composer specializing in interactive audio for videogames, film, television, and trailers. I design real-time SFX, interactive music systems, and gameplay-driven audio, with hands-on experience implementing and optimizing sound in Unreal Engine, Unity, Wwise, FMOD, and Master Audio. My work spans mobile titles, high-speed racing games, competitive combat systems, and cinematic productions.…

Available to hire

I am a sound designer and composer specializing in interactive audio for videogames, film, television, and trailers. I design real-time SFX, interactive music systems, and gameplay-driven audio, with hands-on experience implementing and optimizing sound in Unreal Engine, Unity, Wwise, FMOD, and Master Audio. My work spans mobile titles, high-speed racing games, competitive combat systems, and cinematic productions.

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Language

Italian
Fluent
English
Fluent
Spanish; Castilian
Advanced
German
Beginner

Work Experience

Sound Designer / Composer at Gameplay Galaxy
September 1, 2023 - Present
Directed the full-pipeline audio strategy for Trial Xtreme Freedom, a mobile title with more than 200 million downloads, defining standards for SFX, UI, and interactive music. Optimized high-fidelity audio for mobile performance using Master Audio and engine tools. Also architected the tactile combat audio system for Duels, designing weapon collisions, armor foley, and UI feedback while tuning timing and mix inside the engine.
Sound Designer / Composer at 34BigThings (Embracer Group)
April 1, 2021 - August 1, 2023
Designed and integrated core SFX for Redout 2 in Unreal Engine using Wwise, Blueprints, and in-editor audio tools. Engineered the game's signature jump-drop sound and created dynamic music-ducking and mix systems driven by vehicle physics and opponent proximity. For Carmageddon: Rogue Shift, designed an interactive non-linear music score and built a Wwise and Unreal Blueprint state-machine architecture for responsive music and SFX transitions.
Sound Designer for Trailers at Audio Attack
January 1, 2021 - Present
Created high-impact trailer audio design for international clients.
Music Composer / Sound Designer at BAM Music / Ninja Tune Production Music
July 1, 2020 - July 1, 2021
Composed music and provided sound design for production music projects.
Head of Music Production Department at Cinematography Institute Federico Fellini
September 1, 2018 - June 1, 2021
Led the music production department at the cinematography institute in Turin.
Music Composer & Sound Designer at "L'uomo nuovo" TV Series
September 1, 2018 - June 1, 2019
Composed music and created sound design for the television series L'uomo nuovo. The production received Best Sound Design at the Caorle Film Festival and Best Series at the Oniros Film Awards.
Sound Designer / Composer at RAI Fiction
September 1, 2018 - April 1, 2021
Provided sound design and composition for major television productions, including While I Was Away, Enrico Piaggio, and Escape from Mafia Season 2.
Head of Music Production Department at X4M Music School
September 1, 2017 - July 1, 2021
Managed the music production department at X4M Music School in Turin.
Music Editor at E3 Studios
August 1, 2017 - September 1, 2019
Worked as a music editor on Hollywood movie productions.
President at Lomux
April 1, 2017 - Present
Led Lomux, an application dedicated to music tourism.
Sound Designer / Composer at Inmerssion Studios
February 1, 2017 - May 1, 2018
Managed music systems, created audio assets, and integrated events, states, and mix rules to align audio behavior with gameplay mechanics and exploration flow. Iterated frequently on sound and systems based on playtest feedback while collaborating with design, art, and engineering teams in a fully remote environment.
Assistant Sound Engineer at Berklee College of Music
September 1, 2015 - July 1, 2016
Supported sound engineering activities at Berklee College of Music in Valencia, Spain.

Education

Master of Music (MMus) in Scoring for Film, TV & Videogames at Berklee College of Music
January 1, 2016 - December 31, 2016
Bachelor of Music (BMus) in Popular Music Performance at ICMP - Institute of Contemporary Music Performance
January 1, 2015 - December 31, 2015
Higher Diploma - BTEC Level 5 Music Performance at ICMP - Institute of Contemporary Music Performance
January 1, 2012 - December 31, 2012

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Media & Entertainment, Education, Software & Internet, Travel & Hospitality