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About

Senior Sound Designer for AAA games specializing in crafting cinematic audio storytelling and robust technical implementation.

My background is rooted in film post-production, including sound effects, Foley, dialogue editing, and re-recording mixing, which informs my narrative-driven approach to game audio.

As an embedded co-developer, I contribute across the entire audio cycle, from prototyping to final mix, working closely with discipline leads and production.

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AAA Game Audio Experience

Fortnite Battle Royale & LEGO Fortnite | Epic Games
• Designed and implemented weapons, cosmetics, emotes, and quests in Unreal Engine.

Death Stranding 2: On the Beach | Kojima Productions
• Edited and synced Foley, dialogue, and haptics for cinematics, enhancing immersion and tactile feedback.

Concord | Firewalk Studios
• Owned the end-to-end locomotion foley system, from editing raw sessions to designing, building, and optimizing the core Wwise architecture for 12 characters across 20+ surfaces. Optimized system behavior using WAQL.

Unreleased AA Title | Square Enix
• Designed and implemented SFX and Foley; owned the entire dialogue and VO pipeline, including localized versions in 5 languages.


Linear Media & Cinematics

• Performed dialogue editing and re-recording mixing on 40+ films, including festival-recognized features such as The Great Controversy, Collective, and Toto and His Sisters.
Mixed 100+ episodes of dubbed TV series for HBO and Disney+.
• Delivered 400+ hours of broadcast for TV and digital platforms.


Technical Expertise

• Engines & Middleware: Unreal Engine (Blueprints), Wwise.
• Production & Version Control: Jira, Confluence, ShotGrid, Perforce (Helix Core/P4V; CI/CD-integrated; server setup; branching & stream creation).
• Systems & Tech: Scripting (Python, Lua); profiling & optimization; live ops.
• DAWs & Tools: Reaper, Pro Tools, Nuendo, iZotope RX, Waves, Soundminer.
• Mixing & Delivery: Surround and Dolby Atmos (7.1.4) for games/cinematics; custom-built studio.


Collaboration & Leadership

• Partnered with animation, design, and engineering teams to align audio with narrative and gameplay.
• Collaborated with multi-timezone audio teams across EU, US, and Japan, facilitating asset and feedback exchange.
• Participated in full-cycle hiring loops (Audio Producer, Senior Sound Designer): developed a technical test in Unreal Engine, reviewed submissions, and onboarded new teammates.
Mentored junior team members.
• Proficient in agile workflows and remote reviews (Evercast, Source-Connect).

Awards, Publications & Teaching
 

• Award of Excellence for Sound Editing / Sound Mixing (Accolade Competition 2021 – The Great Controversy Between Good and Evil.
• Best Sound Nominee (Gopo Awards & Romanian Union of Filmmakers) – Quod Erat DemonstrandumChasing Rainbows.
• Authored The Bible of Getting a Job in Game Audio, a comprehensive guide for aspiring sound designers.
• Educated and mentored the next generation of audio professionals as Associate Lecturer in Sound Design at my Alma Mater University.


I am passionate about audio as a primary storytelling force, bridging cinema’s immersion with the visceral emotion of games. My goal is to create experiences that players feel deeply and remember long after.

Let's build something memorable together - get in touch!

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