Tomasz Bauć

Audio Designer
UE5 • Unity • Wwise • FMOD
game audio systems & production
Cinematic redesigns and gameplay-driven audio systems.
MetaSounds parameters functionally equivalent to RTPC systems in Wwise and FMOD.

About

I’m Tomasz —

Tomasz Bauć portrait

an Audio Designer working across sound design, music and implementation in game engines.

With over 10 years in professional audio and 3+ years in game development, I design, produce and implement audio systems and assets, integrating them directly into gameplay structures in UE5 (MetaSounds, Quartz), Unity, and middleware environments such as FMOD and Wwise.

Formally trained in classical composition at the Karol Szymanowski Academy of Music in Katowice, I bring a structural and spatial perspective to audio and system design.

My focus is clarity and gameplay support. I work closely with design and programming teams to ensure audio remains functional as the project scales.

Selected Works

Orbital Drift

  • Focus: dynamic systems & narrative story driven audio
  • Role: audio lead · music · sfx · dev
  • Tech: Unreal Engine · Wwise
  • Status: in development

Developing dynamic music reacting to game state, orbital position, rotation, and story progression, reinforcing narrative flow and emotional context.

Directing music and VO styling, producing audio content for SoMe, and building audio pipelines focused on clear story delivery through audio.

Impact Storm

  • Focus: gameplay-driven audio systems
  • Role: system design & implementation
  • Tech: Unreal Engine · MetaSounds
  • Status: technical demo

Design and implement a complete helicopter audio layer covering engines, main and tail rotors, radio VO and warning systems, missile flybys, cockpit perspective, damage states, and weapons.

Implement weapon timing using Quartz for precise playback. Develop the radio VO system in collaboration with a programmer, with responsibility on the audio side for structure, behavior definition, and content integration.

The Skyland Chronicles key art
Commercial project
NDA-restricted materials
Selected excerpts available in reel

The Skyland Chronicles

  • Role: full audio pipeline
  • Scope: ambience, combat, ui, sequences
  • Tech: Unreal Engine · MetaSounds
  • Status: commercial production (NDA)

Design and implement adaptive audio systems covering environment, movement, and combat, including in-game cinematics and interactive sequences.

Adjust game-engine audio behavior for third-person perspective and mechanical systems, while programming selected gameplay features and implementing gamepad haptics.

More Works

Youtube playlist

Additional redesigns, experiments, standalone sound & music pieces

Contact me