Resume

Tuan Krbavčič Winkler

Sound Designer / Technical Sound Designer

Experience

  1. Jul 2022 – Present

    Outfit7 — Sound Designer

    • Own audio for full game projects, features and LiveOps, from early planning to final delivery.
    • Design and implement gameplay, UI, character, environment and feature audio, with focus on clear sound, consistent style and mobile performance.
    • Work directly in FMOD, Unity and an in-house engine to set up audio behaviour, solve implementation problems, fix bugs and improve how audio works in the game.
    • Plan audio work with developers, artists, game designers and producers, and coordinate composers, voice actors and recording sessions when needed.
    • Find repeated workflow problems and design internal audio tools and automation that make setup faster, reduce mistakes and reduce the need for developer support.
    • Maintain project structure, naming, version control and documentation, and support testing, project closeout and onboarding.
    • Mentored and onboarded a junior sound designer, then assigned and reviewed audio tasks during production.
  2. c. 2020 – 2022

    Bragg / Oryx — Sound Designer / Composer

    • Created sound effects, music and UI audio for casino and mobile game projects.
    • Prepared and delivered audio for implementation and release.
  3. 2017 – 2019

    Tricky Tribe — Sound Designer, Contract

    • Created sound effects for shipped mobile games.
    • Supported implementation and final audio delivery.

Capabilities

Game audio ownership

Own audio from early planning through sound design, implementation, testing, polish and release across full projects, features and LiveOps.

Sound design & implementation

Create and implement gameplay, UI, character, environment and feature audio, then test and adjust it in the game.

Technical audio & tools

Solve audio implementation problems and design tools, validation and automation that make production faster and reduce repeated manual work.

Production & team support

Plan audio work across teams, coordinate developers and external audio partners, document workflows, mentor teammates and help projects reach release.

Tools & Technology

Professional

  1. FMOD
  2. Unity
  3. In-house engine
  4. REAPER
  5. Git / version control

Independent / Portfolio

  1. Wwise
  2. Unreal Engine
  3. Blueprints

Selected Work

Background

  • EducationBA (Hons), Audio Production — SAE Institute Ljubljana
  • LanguagesSlovenian — Native · English — Advanced