Сервіс пошуку роботи №1 в Україні
Антон
Саунд-дизайнер
- Вік:
- 24 роки
- Місто проживання:
- Київ
- Готовий працювати:
- Дистанційно
Контактна інформація
Шукач вказав: ТелефонЕл. поштуInstagramLinkedInМесенджер
Прізвище, контакти та світлина доступні тільки для зареєстрованих роботодавців. Щоб отримати доступ до особистих даних кандидатів, увійдіть як роботодавець або зареєструйтеся.
Отримати контакти цього кандидата можна на сторінці https://www.work.ua/resumes/18286878/
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ANTON PIMENOV
SOUND DESIGNER
Varna, Bulgaria · Ready for international relocation
[відкрити контакти ](див. вище в блоці «контактна інформація») · LinkedIn · Portfolio
SUMMARY
Sound Designer with 4+ years of experience in creating immersive game audio and dynamic soundscapes.
Blending creative sound design with technical implementation across Unity, FMOD, and DAWs (Reaper,
Pro Tools), including Audio QA and build optimization. Covers the full project lifecycle from initial concept to
in-engine integration in collaboration with the team. Additional advantage: founded a gaming project,
created its sonic branding, scaled and sold the business for >100x its initial investment.
SKILLS
Game Audio: Sound Design, Interactive & Real- Version Control: Git
time Audio, Adaptive Audio, SFX, Combat, QA & Testing: Audio QA, Playtesting,
Environmental, Character, UI, Implementation, Functional, Regression, Integration, Ad-Hoc
Integration, Audio Pipeline Audio Post-Production: Dialogue Editing,
Game Engine: Unity Restoration (iZotope RX, Supertone Clear),
Audio Middleware: FMOD Sound Editing, Foley, Mixing, Mastering, Re-
DAWs: Reaper, Pro Tools, Ableton Live, Nuendo Recording Mixing
Scripting & Integration: Basic C# (Reading & Audio Formats & Standards: Stereo, Surround
Debugging), Animation Events 5.1/7.1, Dolby Atmos, AAF, OMF; EBU R128,
Technical Audio: Audio & Asset Optimization, ATSC A/85, OP-59, Netflix
Asset Management, Compression & Formats, Audio Plugins: FabFilter, Waves, Soundtoys,
Loudness Standards, 3D / Spatial Audio, Valhalla, Altiverb, T-RackS
Troubleshooting, Audio Debugging Currently learning: Unreal Engine, Audiokinetic
Web Audio: Howler.js, WebGL Wwise
WORK EXPERIENCE
Sound Designer – Hepega team (Gamedev) – Project-based Jan 2023 – Present
Developed an audio pipeline and sound design for a competitive RTS («MGE», «MGE 2») and browser-
based projects; synthesized and recorded 400+ interface, character, and environmental sounds (footstep
sounds for different surfaces, clothing, movements, etc.) in Reaper, covering the project's core SFX needs.
Built a speech processing pipeline: edited, restored and cleaned audio in iZotope RX, and mastered
900+ VO assets, ensuring uniform tonal balance and strict compliance with loudness standards, enabling
the team to integrate VO seamlessly without additional audio processing.
Designed and integrated Interactive & Real-time audio: an event- and snapshot-based audio system in
the FMOD audio middleware, linking it via C# scripts and animation events with the UI, ambience, scripted
sequences, and gameplay in Unity in cross-functional collaboration with programmers and art designers.
Configured Adaptive Audio logic and procedural processing: implemented a dynamic ambient system
linked to time of day and location in Unity and Howler.js, and also set up volume and pitch randomization to
eliminate monotony.
Optimized the audio system for WebGL/React and Howler.js: performed profiling and built logic through
audio queries within the strict browser limitations, reducing audio package size from 450 MB to 110 MB
while cutting CPU load by 30% and RAM usage by 60% with zero loss in sound quality.
Conducted problem-solving, functional testing, and version control: validated triggers and C#/FMOD
logic via the Unity debug console, quickly fixed audio issues, and committed stable audio builds to Git,
cutting audio bug resolution time between build integrations by 40%.
Audio Post-Production Engineer, Re-recording Mixer – Freelance Jan 2024 – Present
(Feature films and TV series under an NDA, short film «HPG 4»)
Organized the preparation of the sessions end-to-end: imported and assembled AAF/OMF sessions in
Pro Tools and Nuendo, keeping audio tightly synced to picture.
Handled dialogue editing and restoration: cleaned and repaired dialogue in iZotope RX and Supertone
Clear for natural tonal balance and full intelligibility, cutting final-mix turnaround time.
Designed sound and atmosphere from the ground up: built soundscapes, Foley, and environmental
sound from AAF material and original SFX, accurately realizing the artistic vision.
Mixed and mastered to broadcast specifications: delivered final masters in Stereo, Surround 5.1/7.1,
and Dolby Atmos compliant with EBU R128, ATSC A/85, and OP-59, passing QC for Netflix and other
digital distributors.
Cross-functional collaboration and pipeline management: coordinated directly with producers and
directors, delivered revisions quickly under tight deadlines, and maintained version-controlled archives with
metadata, ensuring zero missed project handoffs.
Sound Designer – Gamega Games – Part-time Jun 2022 – Dec 2022
(Gaming project: «Chern» - dark-fantasy Action-RPG / Soulslike / Metroidvania)
Established asset management and technical guidelines: wrote a unified guideline on loudness
standards, file formats, and asset naming structure for the audio department, standardizing the team's
workflow.
Created atmospheric sound design in Reaper and Ableton Live: combat, weapon, magic, and
destruction SFX, along with ambient soundscapes for game levels.
Performed mixing, mastering, and audio implementation in Unity: final master processing of all audio
assets, volume levels, and spatial panning within the engine, eliminating volume spikes and frequency
distortion.
Prepared audio for vertical slice and showcases: mixed and mastered promo music, cinematics, and
game audio for public exhibitions, providing final QC and volume control at the stands.
Audio QA, playtesting, and Git build validation: executed asset profiling and validation in Unity, verified
reference integrity in Git, and performed troubleshooting of 3D audio and combat-audio balance (using
regression, ad-hoc, integration, and functional testing), preventing broken audio files in daily builds.
ADDITIONAL EXPERIENCE
Founded music project «Wave Lune»: composed soundtracks for films, games, and video content across
diverse genres (for personal portfolio); created custom video edits, scored existing films, and self-published
across YouTube, Instagram, and TikTok, accumulating 1M+ video views and 3,200+ audio streams.
Organized and launched «Adaptive Racing League» (F1-based sim racing) from scratch as Founder,
Sound Designer, and Project Lead in 2020-2022: formed and managed a multidisciplinary team of 20+
specialists (programmers, designers, commentators, judges, analysts), unifying development, content, and
operations management into a cohesive production team. Developed audiovisual identity, broadcast
package, and IT infrastructure: created a complete audio package and musical branding (Sound Design
& Music Production), prepared graphic overlays in Figma and broadcast animations in Adobe After Effects,
and designed competition regulations, a Discord server, and a custom bot for automated participant
verification. Scaled, monetized, and successfully exited the project: grew the league to 113 registered
drivers and attracted 100,000+ unique stream viewers, secured 3 sponsorship deals, and ultimately sold
the business for over 100x its initial investment.
EDUCATION
Kyiv National University of Culture and Arts Sep 2020 – Jun 2024
Bachelor of Arts (BA) in Sound Engineering in Cinema and Television
«Never Give Up» Music School, Kyiv Apr 2018 – Jul 2020
Studied music theory, solfeggio, piano, and vocals
ADDITIONAL INFORMATION
Languages: English (B2), Russian (Native), Ukrainian (Fluent)
Certifications:
Dante Level 3 (3rd Ed) - Audinate - Aug 2026
Mixing Dolby Atmos on a Calrec Brio - Calrec Sound Institute - Feb 2023
SOUND DESIGNER
Varna, Bulgaria · Ready for international relocation
[
SUMMARY
Sound Designer with 4+ years of experience in creating immersive game audio and dynamic soundscapes.
Blending creative sound design with technical implementation across Unity, FMOD, and DAWs (Reaper,
Pro Tools), including Audio QA and build optimization. Covers the full project lifecycle from initial concept to
in-engine integration in collaboration with the team. Additional advantage: founded a gaming project,
created its sonic branding, scaled and sold the business for >100x its initial investment.
SKILLS
Game Audio: Sound Design, Interactive & Real- Version Control: Git
time Audio, Adaptive Audio, SFX, Combat, QA & Testing: Audio QA, Playtesting,
Environmental, Character, UI, Implementation, Functional, Regression, Integration, Ad-Hoc
Integration, Audio Pipeline Audio Post-Production: Dialogue Editing,
Game Engine: Unity Restoration (iZotope RX, Supertone Clear),
Audio Middleware: FMOD Sound Editing, Foley, Mixing, Mastering, Re-
DAWs: Reaper, Pro Tools, Ableton Live, Nuendo Recording Mixing
Scripting & Integration: Basic C# (Reading & Audio Formats & Standards: Stereo, Surround
Debugging), Animation Events 5.1/7.1, Dolby Atmos, AAF, OMF; EBU R128,
Technical Audio: Audio & Asset Optimization, ATSC A/85, OP-59, Netflix
Asset Management, Compression & Formats, Audio Plugins: FabFilter, Waves, Soundtoys,
Loudness Standards, 3D / Spatial Audio, Valhalla, Altiverb, T-RackS
Troubleshooting, Audio Debugging Currently learning: Unreal Engine, Audiokinetic
Web Audio: Howler.js, WebGL Wwise
WORK EXPERIENCE
Sound Designer – Hepega team (Gamedev) – Project-based Jan 2023 – Present
Developed an audio pipeline and sound design for a competitive RTS («MGE», «MGE 2») and browser-
based projects; synthesized and recorded 400+ interface, character, and environmental sounds (footstep
sounds for different surfaces, clothing, movements, etc.) in Reaper, covering the project's core SFX needs.
Built a speech processing pipeline: edited, restored and cleaned audio in iZotope RX, and mastered
900+ VO assets, ensuring uniform tonal balance and strict compliance with loudness standards, enabling
the team to integrate VO seamlessly without additional audio processing.
Designed and integrated Interactive & Real-time audio: an event- and snapshot-based audio system in
the FMOD audio middleware, linking it via C# scripts and animation events with the UI, ambience, scripted
sequences, and gameplay in Unity in cross-functional collaboration with programmers and art designers.
Configured Adaptive Audio logic and procedural processing: implemented a dynamic ambient system
linked to time of day and location in Unity and Howler.js, and also set up volume and pitch randomization to
eliminate monotony.
Optimized the audio system for WebGL/React and Howler.js: performed profiling and built logic through
audio queries within the strict browser limitations, reducing audio package size from 450 MB to 110 MB
while cutting CPU load by 30% and RAM usage by 60% with zero loss in sound quality.
Conducted problem-solving, functional testing, and version control: validated triggers and C#/FMOD
logic via the Unity debug console, quickly fixed audio issues, and committed stable audio builds to Git,
cutting audio bug resolution time between build integrations by 40%.
Audio Post-Production Engineer, Re-recording Mixer – Freelance Jan 2024 – Present
(Feature films and TV series under an NDA, short film «HPG 4»)
Organized the preparation of the sessions end-to-end: imported and assembled AAF/OMF sessions in
Pro Tools and Nuendo, keeping audio tightly synced to picture.
Handled dialogue editing and restoration: cleaned and repaired dialogue in iZotope RX and Supertone
Clear for natural tonal balance and full intelligibility, cutting final-mix turnaround time.
Designed sound and atmosphere from the ground up: built soundscapes, Foley, and environmental
sound from AAF material and original SFX, accurately realizing the artistic vision.
Mixed and mastered to broadcast specifications: delivered final masters in Stereo, Surround 5.1/7.1,
and Dolby Atmos compliant with EBU R128, ATSC A/85, and OP-59, passing QC for Netflix and other
digital distributors.
Cross-functional collaboration and pipeline management: coordinated directly with producers and
directors, delivered revisions quickly under tight deadlines, and maintained version-controlled archives with
metadata, ensuring zero missed project handoffs.
Sound Designer – Gamega Games – Part-time Jun 2022 – Dec 2022
(Gaming project: «Chern» - dark-fantasy Action-RPG / Soulslike / Metroidvania)
Established asset management and technical guidelines: wrote a unified guideline on loudness
standards, file formats, and asset naming structure for the audio department, standardizing the team's
workflow.
Created atmospheric sound design in Reaper and Ableton Live: combat, weapon, magic, and
destruction SFX, along with ambient soundscapes for game levels.
Performed mixing, mastering, and audio implementation in Unity: final master processing of all audio
assets, volume levels, and spatial panning within the engine, eliminating volume spikes and frequency
distortion.
Prepared audio for vertical slice and showcases: mixed and mastered promo music, cinematics, and
game audio for public exhibitions, providing final QC and volume control at the stands.
Audio QA, playtesting, and Git build validation: executed asset profiling and validation in Unity, verified
reference integrity in Git, and performed troubleshooting of 3D audio and combat-audio balance (using
regression, ad-hoc, integration, and functional testing), preventing broken audio files in daily builds.
ADDITIONAL EXPERIENCE
Founded music project «Wave Lune»: composed soundtracks for films, games, and video content across
diverse genres (for personal portfolio); created custom video edits, scored existing films, and self-published
across YouTube, Instagram, and TikTok, accumulating 1M+ video views and 3,200+ audio streams.
Organized and launched «Adaptive Racing League» (F1-based sim racing) from scratch as Founder,
Sound Designer, and Project Lead in 2020-2022: formed and managed a multidisciplinary team of 20+
specialists (programmers, designers, commentators, judges, analysts), unifying development, content, and
operations management into a cohesive production team. Developed audiovisual identity, broadcast
package, and IT infrastructure: created a complete audio package and musical branding (Sound Design
& Music Production), prepared graphic overlays in Figma and broadcast animations in Adobe After Effects,
and designed competition regulations, a Discord server, and a custom bot for automated participant
verification. Scaled, monetized, and successfully exited the project: grew the league to 113 registered
drivers and attracted 100,000+ unique stream viewers, secured 3 sponsorship deals, and ultimately sold
the business for over 100x its initial investment.
EDUCATION
Kyiv National University of Culture and Arts Sep 2020 – Jun 2024
Bachelor of Arts (BA) in Sound Engineering in Cinema and Television
«Never Give Up» Music School, Kyiv Apr 2018 – Jul 2020
Studied music theory, solfeggio, piano, and vocals
ADDITIONAL INFORMATION
Languages: English (B2), Russian (Native), Ukrainian (Fluent)
Certifications:
Dante Level 3 (3rd Ed) - Audinate - Aug 2026
Mixing Dolby Atmos on a Calrec Brio - Calrec Sound Institute - Feb 2023
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