Fabrício Tentârdini

Available to hire

I'm Fabrício Tentârdini, a Senior Sound Designer with 7+ years of experience in interactive audio systems, real-time implementation, and adaptive music composition for gameplay-driven environments.

About

I’m Fabrício Tentârdini, a Senior Sound Designer with 7+ years of experience in interactive audio systems, real-time implementation, and adaptive music composition for gameplay-driven environments.

I have advanced expertise in Unreal Engine 5 (MetaSounds, Quartz), Wwise, FMOD, procedural audio, dynamic mixing, and gameplay-integrated sound pipelines. I design scalable audio architectures for action, shooter, RPG, and racing genres, and I thrive on cross-disciplinary collaboration with gameplay programmers, level designers, and cinematic teams to deliver immersive, performance-optimized audio experiences aligned with high-quality production standards.

  • 8 years' experience
  • Joined December 2025

Industry experience

  • Gaming
  • Software & Internet
  • Media & Entertainment

Work experience· 4 roles

Music Composer & Sound Designer · Project RebornMar 2023 – Feb 2024 · 1 yr

Designed SFX and music for gameplay and cutscenes. Mixed and mastered audio assets and worked in the implementation using UE Metasounds. Delivered trailer audio, demo reels, and marketing materials with polished final mixes.

Senior Sound Designer · Big Moxi GamesAug 2022 – Present · 4 yrs 4 mos

Designed and implemented SFX, from footsteps to weapon sound systems, on multiple Studio projects. Produced full SFX libraries, music, and other game sound assets for various genres such as racing, shooters and others. Field Recording and Foley to complement the sound library. Assisted in the creation of trailer audio, demo reels, and marketing materials.

Sound Designer & Composer · DragonClaw StudiosOct 2019 – Dec 2023 · 4 yrs 3 mos

Designed and implemented complete audio systems for indie JRPG Twilight Star. Created SFX, from procedural footsteps to weapon sound systems. Created adaptive music frameworks using UE Sound Cue. Designed ambience systems, zone-based audio transitions, and event-driven audio logic. 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 · FabriSoundsSep 2018 – Present · 8 yrs 3 mos

Education· 20

Bacharelado em Publicidade · Universidade do Vale do Rio dos Sinos (Unisinos)2001 – 2007
Sound Design Course, Game and Interactive Media Design · Game Audio School2021
GA Academy Course · GA Academy2017 – 2018
Bacharelado em Publicidade · Universidade do Vale do Rio dos Sinos (Unisinos)2001 – 2007

Certifications and awards

Sound Design Course2021
Game and Interactive Media Design Course (GA Academy)2017 – 2018
Publicidade (Bacharelado)2001 – 2007

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