I specialize in designing and implementing interactive audio systems that reinforce gameplay mechanics and enhance player immersion.
Using Unreal Engine, Unity, Wwise, and FMOD Studio, I build dynamic sound structures from adaptive ambience to parameter-driven SFX tailored to the game’s unique logic and aesthetics.
From asset creation to runtime implementation, I ensure every sound behaves as intended in-game. I also handle linear sound for cinematics and trailers, and provide final mix and mastering passes to ensure a cohesive, polished audio experience across platforms.
Below you can find some demo reels showcasing Sound Design and implementation across multiple softwares.
In this video I’ll show how I designed a dynamic engine & wheel system for a kart game in Unreal Engine 5.5 using MetaSounds and blueprints.
In this dev log I break down how I implemented some audio features for Bushy Man—a nostalgic 3D platformer indie game. I am the Lead Sound Designer and Audio Programmer in this project and implemented everything audio related in Unity 6 using FMOD Studio.
This is a sound & music redesign I made using Unreal Engine’s Crop Out sample project. All sounds and music were created by me and implemented in Unreal Engine 5 using FMOD Studio.
In this video I redesing the sound & music of Unreal Engine’s Valley of the Ancient Demo. All sounds and music were created by me and implemented using Audiokinetic’s Wwise.
This is my sound design reel I made using Unity’s Spaceship Demo. All sounds and music were created by me and integrated using Audiokinetic’s Wwise.
© 2025 Marco Santos Audio. All Rights Reserved.