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
| 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. |
