Noise is any pattern we don’t understand.
Hi! use the form below to write me an email. You can write me about everything from your new music project to a feedback about your work.
Below you can find a selection of my works.
For my CV, click here.
Client: SloppyCult
Skills: Audio Programming
Field: Game Production
Year: Since 2024

- I am co-developing a musical sandbox game where players unbox tiny instruments, arrange them on a desk, and connect them to create immersive soundscapes. The game received overwhelming support on reddit
- I designed and implemented instrument behaviors, utilizing PureData for audio signal flow, Lua for managing complex data structures, and JSON for UI definitions.
- I am extending Pure Data capabilities by developing custom C++ externals for advanced audio features, such as complex oscillators.
- We prototyped the initial audio architecture in Unity, writing custom C# DSP modules and leveraging the Unity DSP Graph and Burst Compiler for high performance.
- We have now migrated to a custom C++ game engine utilizing minaudio for signal routing and output management, and libpd for in-game audio generation and processing.




Client: Distretto Cinema,
Skills: Sound Design, Mix
Field: Audio Post Production
Year: 2021

"Esterno Giorno" is a love letter to Italian cinema. Directed by Giulia Magno, the filmmaker embarks on a journey across Italy and the Jordanian desert, weaving together newly shot footage with excerpts from Michelangelo Antonioni's films. This creates a seamless blend between past and present, following in the footsteps of characters played by Monica Vitti.As the sound designer, my task was to uphold this continuity by crafting the entire soundscape for the newly shot scenes. I meticulously recorded foleys to match the visual elements, then mixed the entire project in Pro Tools to ensure a cohesive and immersive experience.



Client: Pinup Filmaking
Skills: Sound Design, Mix
Field: Audio Post Production
Year: 2020


I provided the mix and sound design for Marzia Rumi's compelling documentary set in Cuba. Despite challenges with the minimally-equipped production and often noisy source audio, I dedicated significant effort to cleaning interviews and meticulously reconstructing the ambience. Using Pro Tools, I sought to capture the unique sonic textures of Cuba, weaving in elements like the rumble of classic cars, the chatter of lively plazas, or the gentle lapping of waves against the shore. This attention to detail created a cohesive and immersive soundscape for the final project. Following the project's completion, Marzia Rumi expressed her appreciation for the sound design's role in elevating the documentary's emotional impact.


Client: SAE, AFAM
Skills: Game Audio, Sound Design
Field: Teaching
Year: since 2019

- I lead the Game Audio track within the Audio Production Degree, teaching two courses I personally designed:
Game Audio 1 & 2.
- Students learn game sound design, interactive music, and audio programming (C and C#). As a Wwise Certified
Instructor, I deliver official middleware training alongside Unity integration and project management using
version control (git).
- For my course I maintain a fork of the audiokinetic old cube engine game, where I implement new
events, switches and game parameters and update the Wwise SDK when there are new releases.
- I manually managed a complex Makefile to handle Mac compilation and dependencies, gaining deep
insight into the build process before refactoring the pipeline to CMake for cross-platform support.
- I also teach students in the Game Design curriculum how to implement audio logic and systems using Unreal
Engine Blueprints and MetaSounds.
- I mentored the student team awarded ‘Best Non-Music Audio Project’ at the 2023 SAE Awards.
- I trained students who have subsequently secured lead positions at professional game studios (e.g., Milestone).
Student Project:
Client: Spazio Taverna
Skills: Sound Design, Programming
Field: Art
Year: 2023-2024

- Collaborated with artist Alice Paltrinieri on a touring installation (Rome/Paris, 2024) where visitor recordings
(typed or spoken) from a dark room were manipulated in real-time to accompany archive videos with
superimposed text.
- Developed a Python pipeline using Pusher for data transmission and the PedalBoard library to automatically
process, denoise, and trim the audio inputs.
- Implemented Whisper for transcription and spaCy for keyword extraction, routing the analyzed data to Unity
to drive the audiovisual rendering on screen




Client: Rai Play, QMI
Skills: Sound Design & Mix
Field: Video
Year: 2023

For the Raiplay series 'Yolo', released in fall 2023, I served as lead sound designer, supervising the entire audio post-production process. This involved meticulous dialogue cleaning and editing (in collaboration with assistant Stefano Marrone), as well as focusing on crafting a sound design that complemented the series' youthful and contemporary feel. The final product was mixed in stereo, adhering to EBU-R128 loudness standards, and optimized for playback across a variety of devices.

Client: Mira Productions, Santuario Madonna della Corona
Skills: Sound Design
Field: Video
Year: 2021

The request was to add a soundscape to the CGI of the short film Lumen, the main subject is The Descent from the Cross by Rogier van der Weyden. I synthesised the sounds using Reaktor and performed live the Ensembles using a controller, following the camera and object movements to maintain an organic feeling for the parameters automation.
Client: JandoMusic
Skills: Mixing; Editing; Production
Field: Music
Year: 2013

This jazz album recorded at Bunker Studio in New York has been mixed by me in my studio in Rome. The album features Domenico Sanna at the Piano and Rhodes, Ameen Saleem at the Bass and Danya Hawkings at the Drums.
After heavy editing in Pro Tools, I mixed it intending to obtain a warm and spacious sound.
I am also co-author of the track "Two Dub Thugs" where I decomposed, rearranged and effected the instruments to obtain a new composition.
Client: Mira Productions, Nodo42, Taco
Skills: Sound Design
Field: Video
Year: 2022

Unlinked is a game using NFT on the Wax Chain. At the moment, I worked on two promo videos that are supporting the pre-launch phase. I was asked to mix the dialogue and do Sound Design for each teaser. The challenging part of the project was the deadline, I had only 6 hours to complete each video.
Client: Storm in a Teacup
Skills: Sound Design
Field: Game Audio
Year: 2015

Nero is an open world story-driven first-person puzzle game released for Xbox One and Steam.
For this project I made all the sounds and mixed the whole project, the game was made in Unity and the audio has been integrated using the engine tools. I worked together with the composer with the aim of having harmonic and stylistic coherence between sound effects ambiences and music.
This is a match-three game that was initially released in 2017 and has received continuous updates and new features since then. The first edition of this game was using the very limited integrated audio features of Cocos2d-x. I implemented all the assets as “simple” audio files with features like randomization of samples and parameters handmade in the code. In the last few years, we moved the audio engine to Wwise, and I have restyled various sound effects since then, and I have composed additional parts of the soundtrack. I did not compose the first version of the soundtrack.
This is a match-three game that was initially released in 2020 and has received continuous updates and new features since then.
I composed the music and made all the sounds of the game. Both the sound design and the soundtrack make large use of orchestral elements in order to obtain a playful and goofy feeling similar to old Looney Tunes cartoons.
The game uses Wwise as the audio engine.
This is a racing game made in a low poly style that revolves around the gameplay idea of using just one tap for driving. 70s and 80s police tv shows inspire the soundtrack that I have composed. The sound design does not want to be realist but engaging, explicit and evocative. This is the first large game that I made using Wwise.
I worked on this album as the engineer and sound designer. I produced the whole album with Luigi Di Chiappari, that curated the composition of a big part of the instrumental. The singer has contacted me and Luigi to build her album from some song ideas and lyrics she had.
In a lot of tracks, we have experimented with sounds and instruments, and almost the whole album has been made in Ableton Live.
This jazz album features Francesco Poeti, Luca Fattorini, Domenico Sanna, Fabio Sasso and Elena Paparusso. It was recorded at Grove Farm (Rome, Italy).
I did heavy editing in Pro Tools and I mixed in the box in my personal studio in Rome.
This album features Rohan Dasgupta, Riccardo Di Fiandra, Luigi Di Chiappari, Daniele Di Pentima and combines intricate musical elements of Indian classical and jazz music and rhythm.
They contacted me for the mastering that I did in my studio in Rome. The album had some problematic frequencies, especially on the lower range, where the kick drum and bass contributed to resonances and excessive buildup.
This album features singer Gloria Trapani with a style that mixes pop, folk and jazz. They contacted me for the mastering that I did in my studio in Rome. They asked me to also add some effects and soundscapes on top of the already mixed tracks.
This is the third records, the first full-length album, by my band and was commissioned by Rome’s Auditorium record label. The album was recorded for three days inside one of the concert halls and was then edited and produced inside my studio. The band members are me, Daniele Tittarelli, Fabio Sasso and Domenico Sanna.
This game is a platformer in pixel art released for Xbox, PS4, Steam and Nintendo Switch. I composed the original interactive soundtrack for the whole game with over 20 songs, both the arrangement and the sound design has a retro aesthetic.We have built the audio part of the project with Wwise and it has over 1000 assets.
I created over 10 original tracks for the game, every songs is tailored to the scenario ranging from caribbean to jazz
Sound Design takes inspiration from old SNES games, I used short
processed samples and synthesized jingles.
This game it’s my first released project made with Wwise. I made both the soundtrack and the sound design. I conceived the effects to sound as an additional part of the arrangement, and they use a similar sonic palette as the music. Working on this project has been an enjoyment, but unfortunately the game is too hard for a lot of players and it was not a success. The hardness is the same reason I can not manage to do a proper screen capture of the gameplay in order to show my work on the sound.