I gave a talk and conducted a workshop on sound design and game audio implementation using unreal and wwise at Hub Sampa Games in são paulo, Brazil.
I organized and hosted the first AirCon, a worldwide game audio event in-person meetup in Brazil.
I organized and hosted the first aircon in-person meet-up in brazil
The event is in collaboration with GASP - Game Audio São Paulo, a community created by my friend and me to unite game audio professionals.
Attended Gamescom Latam 2026
I attended Gamescom Latam and made new friends in the industry
Unreal Synthesis And Procedural Audio Systems
Lately, I've been experimenting a lot with Unreal and its procedural sound system capabilities
FMOD Course Certificate
I’m happy to share that I’ve obtained a new certification: FMOD from Udemy!
Project Lazuli (animATION)
I have been hired to design, mix, and master a captivating animation for an indie team. The image below showcases my workflow and how I keep myself organized. I also recorded monster voices for this project. Additionally, this animation will be featured in a few animation festivals!
Gamescom 2025!
This is my 3rd time at Gamescom! I've attended the conference once in Germany and now twice in Brazil!
April 26, 2025
I went hiking and captured ambiences using an AB setup with basic ucho. I also got a few neat recordings at night in the forest. 
ambience capture
Testing the LOM Basic Ucho omnidirectional microphone pair to record city soundscapes.
recording instant responses (IR) and infrasonic waves
Capturing instant responses (IRs) in a stairway using XY, wide stereo, and ORTF mic techniques, along with some unusual drones and audio glitches using LOM's Geofón and Elektrouši, respectively, assisted by a friend for our experimental music project.
recording nature ambiences
During field recording sessions in Curitiba, Brazil, I captured some lovely ambient sounds from the forest, including a waterfall and the sounds of footsteps on wood and dirt.
dolby atmos studio - day 2
On November 27, 2024, I attended a workshop hosted by Genelec, presented by Miguel Dominguez, Dolby's representative for Latin America. He covered a variety of topics, including their new headphones designed for users without an ATMOS ecosystem and for frequent travelers. He also discussed Dolby's Aural ID and their UNIO PRM Kit (Personal Reference Monitoring System). One topic that particularly caught my attention was HRTF (Head-Related Transfer Function), a concept I was previously unaware of, which sparked my curiosity.
dolby atmos studio - day 1
On November 11, 2024, I was invited to visit Dolby's LATAM office and tour its facilities. During my visit, I learned about Dolby's history and how it became one of the largest audio companies internationally. I also explored Dolby Atmos and Dolby Vision, discovering how these ecosystems work together and separately to deliver powerful and immersive stories through audiovisual experiences.
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