Guncesu A.
Technical Sound Designer & Composer I Wwise, FMOD
Hi! I'm Gunce, a Senior Technical Sound Designer and Music Composer with 8+ years of experience crafting high-impact audio for PC & Mobile games, spatial theatre, and interactive media. Having managed full audio pipelines for 15+ released titles at studios like Matchingham Games and PassionPunch Studio, as well as freelance PC indie games and spatial sound productions, my work has reached over 200 million players worldwide. • Cross-Platform Game Audio & Spatial Systems: PC & Mobile Game Audio: Complete sonic identities, adaptive music composition, high-impact combat SFX, vehicle motor layering, and tactile UI/UX across Action, Strategy, Sim-cade, RPG, and Hybrid-Casual genres. Dopamine-Driven & Reward Systems: Specialized in combo feedback, level-up celebration cues, and tactile UI, delivering the precise audio mechanics required for Casino, Slot, and high-retention Mobile titles. Spatial Sound & Live Performance: Expert in 4-channel spatial sound design, custom matrix routing, and multi-zone output patching using QLab for live theatre productions and projection mapping art showcases. • Technical Implementation & Middleware: Proficient in Unity, Wwise and FMOD. I design structured, performance-friendly audio logic and event architectures optimized for in-engine deployment. • Technical Toolkit: DAWs: Ableton Live (Expert), Pro Tools Middleware & Engines: Unity, Unreal Engine, Wwise, FMOD, QLab DSP & Processing: UAD, Softube, Soundtoys, iZotope Whether you need a complex audio identity for a PC indie title, scalable reward SFX for casual/slot games, spatial sound design for live media, or technical integration in Unity/Wwise, I deliver high-fidelity sonic experiences built for deep immersion.
Earnings and projects
Last 6 months ÷ 3.4 months active (since Jul 2026)
Last 6 months: $1.2k
Billed in all: $1,239$1.2k
$398 in the last 6 months
Earnings, last 30 days
Skill rankings: Top 16% in Audio Production
Ranked by MRR among everyone on Upwork with the skill.
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