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I create new soundscapes: from realistic effects to atmospheres that do not exist in nature. Sound here becomes not just a background, but a separate character.
Mixing
I make sure that all sounds coexist harmoniously, maintaining balance, emotion, and depth. For me, mixing is about transforming the chaos of tracks into a coherent story, as well as ensuring that they meet modern sound standards.
Sound design
I create new soundscapes: from realistic effects to atmospheres that do not exist in nature. Here, sound becomes not just background noise, but a separate character.
Sound editing
I remove the redundant, emphasize the main points, and ensure that the recording sounds clear and professional. Editing is invisible work, but the result always makes a big difference between BEFORE and AFTER.
ADR
I bring emotion back into the frame where the sound has failed. The re-recorded dialogues will sound as if they were filmed on set, and the viewer will believe every word.
Field recording
I go out into the real world and capture sounds where they are born. This is a way to give the project uniqueness and a living texture.
Interactive audio
I make sound part of the gameplay — it amplifies emotions, emphasizes the dynamics of the scene, and helps you experience the story on a deeper level. The key task is to make sure that the player doesn't just hear the sound, but experiences it together with the game.
I specialize in sound design, mixing, and interactive audio for games, film, and media.
My approach combines technical precision and creativity, making sound not just a part of the project, but a powerful emotional tool. If you need a clean mix, atmospheric sound design, or live sound integration into gameplay, I am the one who can help you achieve it.
2008-2012
Department of Music Production and Sound Engineering
2024
Sound designer in gamedev
2014 - present time
2021 - present time
2022 - 2024