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About

With nearly two decades across game audio and film post-production, I bring deep expertise in mix system design, audio pipeline architecture, and cross-discipline collaboration on large-scale projects. I've contributed to shipped titles with teams spanning EU, US, and Japan — mentoring sound designers, building hiring processes, and driving audio from pre-production through mastering. 
My studio in Bucharest is equipped for Dolby Atmos 7.1.4 mixing for both games and cinematics.

Florian Titus Ardelean Headshot

AAA Game Audio Experience

Fortnite Battle Royale & LEGO Fortnite | Epic Games

• Designed and implemented weapons, cosmetics, emotes, and quests in MetaSounds and Unreal Engine, supporting an ongoing live service model across 20+ seasons.

Death Stranding 2: On the Beach | Kojima Productions
• Edited and synced Foley, dialogue, and haptics for cinematics, enhancing immersion and tactile feedback.
🏆 29th Annual DICE Award — Outstanding Achievement in Audio Design (2026)
🏆 73rd Annual MPSE Golden Reel Award — Outstanding Achievement in Sound Editing: Game Effects/Foley (2026)
🏆 24th G.A.N.G. Awards — 8 wins including Audio of the Year, Sound Design of the Year, Best Game Foley, Best Audio Mix, Best Cinematic & Cutscene Audio (2026)
🎖️ BAFTA Games — Audio Achievement nominee (2026)
🎖️ GDC Nominee — Best Audio (2026)
🎖️ The Game Awards — Best Audio Design nominee (2025)

Concord | Firewalk Studios / PlayStation 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 sound design, 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, MetaSounds), Wwise, FMOD.
• 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; cross-platform delivery (PC, console).
• DAWs & Tools: Reaper, Pro Tools, Nuendo, iZotope RX, Waves, FabFilter, SoundToys, Soundminer, Sound Particles.
• Mixing & Delivery: Surround and Dolby Atmos (7.1.4) mixing for games and cinematics; 3D audio and spatial audio formats; 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 sound designers to support their growth and effectiveness.
• Proficient in agile workflows and remote reviews (Evercast, Source-Connect).


Awards, Publications & Teaching

🏆 73rd MPSE Golden Reel Award — Game Effects/Foley, Death Stranding 2: On The Beach (2026)
🏆 24th G.A.N.G. Award — Best Cinematic & Cutscene Audio, Death Stranding 2: On The Beach (2026)
🏆 Accolade Award of Excellence — Sound Editing / Sound Mixing, The Great Controversy (2021)
🎖️ Best Sound Nominee (Gopo Awards & Romanian Union of Filmmakers) — Quod Erat Demonstrandum, Chasing 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 UNATC Bucharest.

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