Game Audio · Technical Sound Design

Technical sound design, built to play.

I design and implement interactive audio systems for games, connecting sound design, gameplay logic, and technical production workflows.

Unreal EngineUnityWwiseFMOD
REAL-TIME AUDIO SYSTEM ACTIVE
01
DESIGN + LOGICSystems that react, adapt, and communicate.
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Selected work

Systems behind
the sound.

From production tools to spatial audio and adaptive mixing, these projects connect creative intent with reliable runtime behavior.

01

Tool Development · Audio Pipeline

Wwise Basic Tools

Open-source Unity + Wwise tools built to remove repetitive setup and make audio implementation faster, clearer, and more scalable.

UnityWwiseC#
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02

Senior Technical Sound Designer

Eggscape

Spatial multiplayer voice chat and real-time communication systems for a social VR experience, integrated with Unity and Wwise.

VRUnitySpatial Audio
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03

Technical Sound Designer

DustBusters

Gameplay-driven dynamic mixing, room-based audio, and proximity systems built in Unreal Engine with MetaSounds.

UnrealMetaSoundsDynamic Mix
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04

Audio Systems Research

Game Audio Game

An experimental educational game that turns adaptive audio, implementation, and systems thinking into playable learning.

ResearchEducationUnreal
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Lautaro Dichio, black-and-white portrait
TECHNICAL SOUND DESIGNER
AUDIO PROGRAMMER
02 — PROFILE

Profile

Sound design with a systems mindset.

I’m a Technical Sound Designer. My work connects sound design with gameplay logic, middleware integration, and technical production workflows.

I build tools, pipelines, and real-time systems that help audio teams move faster while keeping the creative result responsive, readable, and alive.

Game Engines
Unreal Engine, Unity
Programming
C++, C#, Blueprint, MetaSounds
Middleware
Wwise, FMOD
Audio Systems
Adaptive mixing, spatial audio, runtime behaviors
Tools & Workflow
Git, Perforce, documentation, pipelines

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