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deniztuglu/README.md

Hi, I'm Deniz, a Technical Sound Designer 🎧

I build game audio from the first sound to the shipped build: sound design, middleware implementation, C# gameplay audio, optimization, and mixing. I also write small tools that make audio pipelines faster and safer.

  • 🎮 Credits include Block Breakers (100K+ downloads on Google Play), Not Raised By Wolves (Very Positive on Steam), and Solitude: UTSS-4005.
  • 🛠️ Unity · Unreal Engine (Blueprints) · Wwise · FMOD · C# · Python · C++ (JUCE)
  • 📍 Vancouver, BC. Studying Technical Arts at BCIT.
  • 💼 Open to contract and part-time work now, and full-time Technical Sound Designer roles from August 2027 (on-site, hybrid, remote, or relocation).

Portfolio and reel: deniztugluaudio.com · LinkedIn: deniz-tuglu · Email: tugluden@gmail.com


Featured projects

Project What it shows
Interactive Engine Audio Sandbox Unity + FMOD. A C# controller turns throttle into RPM and Load parameters that drive layered engine sound. Play it in the browser.
Audio Asset Validator Python. A preflight checker for audio exports (naming, sample rate, bit depth, channels, duration) with CSV reports and tests.
SimpleEQ C++ / JUCE. A work-in-progress EQ plugin with low-cut, peak and high-cut filters and selectable slopes.

Pinned Loading

  1. deniztuglu deniztuglu Public

    Profile README

  2. SimpleEQ SimpleEQ Public

    Work-in-progress EQ plugin in C++ with JUCE: low-cut, peak and high-cut filters with selectable slopes.

    C++

  3. fmod-engine-audio-sandbox fmod-engine-audio-sandbox Public

    Playable Unity + FMOD engine-audio sandbox: a C# controller drives RPM and Load parameters for layered engine sound.

    C#