Projects

The Skyland Chronicles
Role Game audio
client MFA Games
Handling the full audio pipeline - from sound design and asset creation to integration in Unreal Engine for gameplay and cinematic sequences, with dynamic, adaptive audio systems.
Impact Storm
Role Game audio
client Marcin Malcherek
Uritori Games
End-to-end audio design and implementation in Unreal Engine using MetaSounds and Quartz, featuring helicopter engines and rotors, weapons (including a programmed weapon overheat system) and radio VO.
Orbital Drift
Role audio leader
client Uritori Games
Created all sfx, environmental sounds for gameplay and cutscenes in game. Implemented in Unreal Engine, created procedural patches in Metasounds.
CONTENT COMMING SOON
Ex Vitium
Role audio leader
client Houndskull Games
Created all sfx, environmental sounds for gameplay and cutscenes in game. Implemented in Unreal Engine, created procedural patches in Metasounds.
CONTENT COMMING SOON
Short Circut
Role audio leader
client Afternine Studio
Created all sfx, environmental sounds for gameplay and cutscenes in game. Implemented in Unreal Engine, created procedural patches in Metasounds.

About Me

I am Tomasz Bauć. I work as a sound designer, composer, and audio programmer, focusing primarily on interactive audio for video games. I completed my composition studies at the Karol Szymanowski Academy of Music in Katowice under the supervision of Prof. Eugeniusz Knapik.

My professional activity combines music composition with the design and implementation of interactive audio systems. I have been responsible for complete audio production — including sound design and music — for game projects such as The Skyland Chronicles and Impact Storm. Alongside this work, I regularly collaborate with indie developers, supporting smaller teams as an audio designer and technical consultant.

In game development, I work mainly with Unreal Engine and Unity, creating adaptive and dynamic audio systems that respond directly to gameplay and player actions. I use middleware solutions such as FMOD and Wwise, placing strong emphasis on clean implementation, system coherence, and close integration between audio, mechanics, and overall game design. My background in composition strongly influences the way I approach interactive sound and musical structure.

I have collaborated with both independent teams and established studios, including MFA Games, Uritori Games, and Houndskull Games, delivering full-scope audio solutions for commercial and independent titles.

Outside of game development, I am also active as a composer and sound designer for film and audiovisual media. My work includes the feature film Po miłość (dir. Andrzej Mańkowski), as well as audiovisual productions created in collaboration with HOP! Media and Michał Łukowicz for the TVP project Ziemia Obiecana. I have also completed commissioned works for cultural institutions such as the Rybnik City Library and the Cracow Dance Theatre.

My concert music has been presented at contemporary music festivals, including Warsaw Autumn and the Silesian Composers’ Tribune. In parallel, I work as an educator, teaching Game Audio Design at the Upper Silesian College of Entrepreneurship in Chorzów. I also lead courses and workshops on interactive audio for schools, students, and independent creators.

Contact