Audio lead and sound designer with extensive experience integrating audio assets and managing production pipelines across major game studios and Unreal Engine projects. Skilled in end-to-end audio workflows including Wwise/FMOD/XACT implementation, DAW production, versioning/bug tracking, and technical documentation for large-scale releases. Over the years, I’ve led audio and asset integration on multiple shipped titles and worked with specialized custom sound libraries for weapons, vehicles, physics/FX, and environmental foley. I also bring strong logistics and resource planning expertise, using tools such as Jira and Confluence to coordinate stakeholders and maintain life-cycle asset management.

Marc Czartynski

Audio lead and sound designer with extensive experience integrating audio assets and managing production pipelines across major game studios and Unreal Engine projects. Skilled in end-to-end audio workflows including Wwise/FMOD/XACT implementation, DAW production, versioning/bug tracking, and technical documentation for large-scale releases. Over the years, I’ve led audio and asset integration on multiple shipped titles and worked with specialized custom sound libraries for weapons, vehicles, physics/FX, and environmental foley. I also bring strong logistics and resource planning expertise, using tools such as Jira and Confluence to coordinate stakeholders and maintain life-cycle asset management.

Available to hire

Audio lead and sound designer with extensive experience integrating audio assets and managing production pipelines across major game studios and Unreal Engine projects. Skilled in end-to-end audio workflows including Wwise/FMOD/XACT implementation, DAW production, versioning/bug tracking, and technical documentation for large-scale releases.

Over the years, I’ve led audio and asset integration on multiple shipped titles and worked with specialized custom sound libraries for weapons, vehicles, physics/FX, and environmental foley. I also bring strong logistics and resource planning expertise, using tools such as Jira and Confluence to coordinate stakeholders and maintain life-cycle asset management.

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Language

Polish
Fluent
English
Advanced

Work Experience

Lead audio, assets integration, project management at Gears of War: E-Day / The Coalition (CAN) / People Can Fly (PL)
January 1, 2026 - January 1, 2026
Lead Audio Implementation at The Coalition / People Can Fly (Gears of War: E-Day)
January 1, 2026 - Present
Lead audio direction, sound design and implementation for AAA title projects. Coordinated cross-studio audio pipelines, negotiated audio deliverables, and integrated sound assets with gameplay systems. Worked with external studios and internal teams to deliver high-quality sound experiences.
Lead audio, assets integration, project management at Gears of War: E-Day / The Coalition (CAN) / People Can Fly (PL)
January 1, 2023 - January 1, 2023
Lead Audio Implementation at Gemini
January 1, 2023 - January 1, 2023
Led audio direction and implementation for AAA titles, coordinating with producers and developers to deliver immersive soundscapes and responsive audio systems.
Lead audio, assets integration, project management at Square Enix (UK) / People Can Fly (PL)
January 1, 2022 - January 1, 2022
Audio Direction, Sound Design, Implementation at Square Enix UK / People Can Fly
January 1, 2022 - January 1, 2022
Directed audio for AAA titles, produced sound design, and implemented audio systems across multiple platforms (Xbox, PlayStation, PC).
Lead audio, assets integration, project management at Square Enix (UK) / People Can Fly (PL)
January 1, 2021 - January 1, 2021
Sound designer, assets integration at Square Enix (UK) / People Can Fly (PL)
January 1, 2020 - January 1, 2020
Audio Direction, Sound Design, Implementation at Awesome Games PL
January 1, 2020 - January 1, 2020
Created and integrated audio assets for Fury Unleashed across Xbox One, PS4, PS5, PC; oversaw asset pipelines and QA for audio.
Sound designer, assets integration, project management at Amazing Games (PL)
January 1, 2017 - January 1, 2017
Sound designer, assets integration at Amazing Games (PL)
January 1, 2016 - January 1, 2016
Sound designer, assets integration, project management at People Can Fly (PL)
January 1, 2016 - January 1, 2016
Sound designer, assets integration at Flying Wild Hog (PL)
January 1, 2015 - January 1, 2015
Senior sound designer, assets integration at Epic Games (US)
January 1, 2014 - January 1, 2014
Audio Design, Implementation at Epic Games / The Farm 51 (Various Titles)
January 1, 2014 - January 1, 2014
Contributed sound design and music for Unreal Engine 4 projects including sample games, platformers, vehicles, memory and strategy games.
Senior sound designer, assets integration at Epic Games (US) / People Can Fly (PL)
January 1, 2013 - January 1, 2013
Sound designer, assets integration at Epic Games (US) / People Can Fly (PL)
January 1, 2013 - January 1, 2013
Sound Designer, Music Composer at Epic Games / CI Games
January 1, 2013 - January 1, 2013
Provided sound design and music compositions for Gears of War: Judgment and other titles.
Sound designer, composer at Epic Games (US) / People Can Fly (PL)
January 1, 2012 - January 1, 2012
Sound designer at Activision Zone / Active Zone Group (PL)
January 1, 2011 - January 1, 2011
Sound designer, assets integration at Flying Wild Hog (PL)
January 1, 2011 - January 1, 2011
Sound designer, assets integration at Eyecong (PL)
January 1, 2011 - January 1, 2011
Sound designer, composer at The Farm 51 (PL)
January 1, 2011 - January 1, 2011
Sound designer at Epic Games (US) / People Can Fly (PL)
January 1, 2007 - January 1, 2007
Sound designer, composer at Dreamcatcher (CAN)
January 1, 2006 - January 1, 2006
Sound designer, assets integration, composer at Dreamcatcher (CAN)
January 1, 2005 - January 1, 2005
Sound designer, composer at Astragon (GER)
January 1, 2005 - January 1, 2005
Sound designer, assets integration, composer at People Can Fly (PL)
January 1, 2004 - January 1, 2004
Sound designer, assets integration, composer at People Can Fly (PL)
January 1, 2003 - January 1, 2003
Composer, sound designer at CI Games (PL)
January 1, 2002 - January 1, 2002

Education

BA at Politechnika Częstochowska
January 1, 2014 - January 1, 2016
Foundation Degree at University of Westminster
January 1, 2008 - January 1, 2009
BA at College of Foreign Languages, Częstochowa
January 1, 1997 - January 1, 2000
Undergraduate at Industrial Arts Software (Germany)
January 1, 1992 - January 1, 1997
Bachelor of Arts at Politechnika Częstochowska
January 1, 2014 - January 1, 2016
Foundation Degree at University of Westminster
January 1, 2008 - January 1, 2009
Bachelor of Arts at College of Foreign Languages, Częstochowa
January 1, 1997 - January 1, 2000
Undergraduate at Industries of Technique and Science
January 1, 1992 - January 1, 1997
BA at Częstochowa University of Technology
January 1, 2014 - January 1, 2016
BA at University of Westminster
January 1, 2007 - January 1, 2010
BA at College of Foreign Languages
January 1, 1997 - January 1, 2000
Undergraduate at Industries of Technique and Science
January 1, 1992 - January 1, 1997

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Media & Entertainment, Education, Professional Services, Computers & Electronics