ERDELI
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George Erdeli

Sound Designer

I design, implement, and mix audio for games—from weapons and creatures to interactive systems. Based in Warsaw, working in Unreal Engine, Wwise, and WaveWeaver.

George Erdeli at the piano, in front of red stage curtains

Studios I’ve worked with

Senior Sound Designer
January 2023 — Present

From the weight of a strike
to the world around it.

Sound design, implementation, and mixing across gameplay and cinematics, including interactive audio systems built in Unreal Engine and WaveWeaver.

Unreal Engine 5WaveWeaver
GAMEPLAY FOOTAGE
MY CONTRIBUTION

Sound design across the game / Interactive system design & maintenance / Mixing & optimization

Sound Designer
August 2021 — December 2023

From retro sci-fi machinery
to the horrors of Citadel Station.

Created and implemented audio as part of a two-person sound design team. Work spanning weapons, creatures, environments, spatial audio, and cinematics, from production through release.

Unreal Engine 4
MY CONTRIBUTION

Combat, creatures & ambience / Unreal implementation / Cinematics / Spatial audio

Sound design reel.

Experience & credits.

2023 — PRESENT

Cold Symmetry

Senior Sound Designer · Mortal Shell II

View work
2025 — PRESENT

Bullets Forge

Senior Sound Designer · Unannounced projects

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Gameplay audio in Unreal Engine 5 and Wwise, from asset creation and implementation through optimization, mixing, and final polish. October 2025 — Present
2022 — 2025

People Can Fly

Junior Sound Designer / Sound Designer · Project Gemini

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Designed and implemented weapons, abilities, enemies, environments, and interactive audio systems for an AAA project in Unreal Engine 5 and Wwise. Project cancelled. August 2022 — May 2025
2021 — 2023

Nightdive Studios

Sound Designer · System Shock Remake

View work
2021 — 2022

Squanch Games

High on Life · Outsourced / additional sound design

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Contributed character and weapon sound assets during early development as part of an external audio team. September 2021 — January 2022
2021 — 2022

People Can Fly

Audio Development QA · Outriders: Worldslayer

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Identified and documented audio issues, validated fixes, and supported final polish through release. Focus on performance, localization, loudness, and multichannel playback. November 2021 — August 2022
Education & musical background +

Academy of Sound Engineering, Warsaw
Professional qualification in audio editing, recording, and mixing · 2019–2021

Maria Curie-Skłodowska University, Lublin
Bachelor’s degree in Jazz and Popular Music · 2017–2020

Musical College named after W. Kosenko, Zhytomyr
Diploma in Music Performance and Pedagogy · 2013–2017

Creative instincts.
Technical follow-through.

I’m a sound designer with a background in music.

I work closely with design, animation, VFX, engineering, and narrative teams, shaping sound around how a game plays and feels.

Music shapes how I approach timing, dynamics, and the space each sound leaves for everything around it.

Design

I combine recording, detailed editing, layering, resampling, and creative processing, choosing the techniques that give each sound the right texture, weight, and character.

Implement

I’m fluent in audio implementation across Unreal Engine, using its visual tools to handle gameplay, animation, cinematics, and interactive systems.

Refine

I check sound quality, performance, and mix translation throughout development, with regular in-game testing.

Let’s talk game audio.

Connect with me on LinkedIn, or get in touch by email.

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