Game Audio / Sound Design

Game Audio & Sound Design for Games

I design and implement sound for games - from original sound effects and environments to interactive audio systems in Wwise and FMOD, plus original and adaptive music. Based in Poland, I work with indie and production teams internationally.

Sound that makes games feel real.

Great game audio is more than a folder of assets - it is a system. I create original sound effects, ambiences and adaptive music, then implement them in Wwise or FMOD so everything reacts to what the player does: footsteps that change with surfaces, weapons with weight, and layers and states that blend in real time.

I work with indie studios and larger productions across Poland and internationally, and I can join at any stage - from an early prototype that needs a sonic identity to a finished build that needs a full audio pass, implementation and mix. With 15+ years across film, TV and games, I bring a post-production ear to interactive audio: clean, detailed and dynamic on every platform.

What I do for games.

End-to-end game audio: from the first asset to a working, interactive mix in your engine.

01

Game Sound Design

Original sound effects and sonic identity for your game - crafted, layered and mixed to fit the world and platform.

02

Interactive Audio - Wwise / FMOD

Implementation and adaptive audio systems in Wwise and FMOD: states, parameters, blends and real-time behaviour.

03

Environments & Atmospheres

Immersive ambiences, room tones and dynamic soundscapes that make locations feel alive and reactive.

04

UI, Weapons, Creatures & Foley

Punchy UI, weapons and impacts, creature vocalisations and custom foley - the details that sell the action.

05

Music Composition

Original and adaptive music that reacts to gameplay - composed and implemented alongside the sound design.

Selected games.

House Fighters: Total MessRockBeastsBreak OrbitDino Galaxy TennisUltra Mega Cats

Game audio in action.

Breakdowns and reels from the channel.

How it works.

01

Kickoff & audio direction

We define the game’s sonic identity, references and technical needs - engine, middleware and target platforms.

02

Asset creation

Original SFX, environments, foley and adaptive music, crafted to fit the world and its pace.

03

Implementation

Wwise or FMOD setup: events, states, parameters and real-time behaviour wired to gameplay.

04

Mix & QA

Balancing, optimisation and in-engine testing until it sounds right on every device.

Questions & answers.

Do you implement audio in Wwise and FMOD?

Yes - I design the sound and implement it directly in Wwise or FMOD, including events, states, parameters and adaptive music, so the audio reacts to gameplay in real time.

Can you join a game project mid-development?

Absolutely. I work from early prototypes to finished builds - taking over an existing session, adding a full audio pass, or handling implementation and the final mix.

Need audio for your game?

Tell me about the project - I reply within 1-2 business days.

hello@cactuzzsound.com
Get in touch