Tomasz Bauć

Sound Designer
Game Audio | Interactive Systems
Unreal Engine • Unity
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

a trained composer working within game audio systems and implementation. I typically stay involved in longer-term projects rather than delivering one-off audio assets. I’ve worked closely with artists, designers, programmers, and gameplay teams.

Selected Work

Orbital Drift

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

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
YT DC

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.

Contact