Adaptive Music
Horizontal re-sequencing and vertical layering that follow gameplay states, intensity and transitions in real time.
SYSTEM ONLINE · Technical Audio Designer & Composer
Transforming game ideas into living, breathing worlds of sound — bridging creative sound design with dynamic, highly reactive audio systems in Unity and Wwise.

Featured
The core showcase: interactive audio systems, middleware logic, and in-engine implementation.
Portfolio
Middleware-driven audio, adaptive music systems, and procedural sound design.
Horizontal re-sequencing and vertical layering that follow gameplay states, intensity and transitions in real time.
End-to-end integration: events, RTPCs, switches, surface mechanics and states driven by clean C# code in Unity.
Full audio replacement of gameplay footage — foley, UI, ambiences and FX crafted from scratch.
Original audio sculpting and cinematic sound design: featured showcase for Unity's ADAM cinematic short (starting at 1:24) and original Foley & FX synthesis.
Game Credits
Interactive titles featuring my original compositions, sound design and audio implementation.

Fast-paced cartoon comedy game with high-energy music and punchy, responsive slapstick sound effects.

Charming platformer adventure created for the Godot Meetup Jam to rescue General San Martín's legendary horse, scored with retro chiptune-folk fusion.

Atmospheric title with an original score blending ambient synths, glitch textures, and emotive musical themes.

Narrative visual novel for MEGA JAM 2026. Follows 'Parkita' on her first day as the Grim Reaper, featuring atmospheric ambience and character sound design.
Jukebox
Musical productions and original game soundtracks streaming on Spotify.
Records
5About
Hi, I’m Nazareno Tondini, a Technical Audio Designer and Composer dedicated to transforming game ideas into living, breathing worlds of sound.
Driven by a lifelong passion for interactive media, my mission is to work hand-in-hand with fellow creatives to craft fresh, memorable audio identities that elevate the player experience. I specialize in bridging the gap between creative sound design and technical execution—building dynamic, highly reactive audio systems in Unity and Wwise. From context-aware surface mechanics to seamless adaptive music, I ensure every sound responds fluidly to gameplay without ever compromising on performance or optimization.
I pride myself on versatility, adaptability, and meticulous attention to detail. Whether sculpting custom soundscapes or writing clean audio scripts, I go above and beyond to give every project a distinct voice that resonates with players.
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Education
UNCUYO·National University of Cuyo
UTN·National Technological University
UTN·National Technological University
Audiokinetic·Official Audiokinetic Technical Certifications
Interactive audio workflow, sound structures, soundbanks, and real-time profiling.
Vertical layering, horizontal re-sequencing, transitions, and dynamic music switch containers.
Voice management, soundbank memory allocation, codec compression, and platform budgets.
In-engine implementation, AkSoundEngine API, C# audio scripting, RTPCs, and spatial audio in Unity.
UTN·National Technological University
UNCUYO·National University of Cuyo (80% approved)