Sound Design Reel

Selected Work

A few games I’ve worked on, and the audio systems, sounds, and implementation behind them.

Not Raised by Wolves game artwork

PC · WWISE + UNITY

Not Raised by Wolves

Sound planning, implementation, mixing, and optimization for a third-person action shooter.

Block Breakers game artwork

MOBILE · FULL AUDIO PIPELINE

Block Breakers

Complete sound creation, implementation, optimization, and marketing audio for a puzzle game.

Solitude UTSS-4005 game footage showing its sci-fi horror setting

PC · ATMOSPHERIC HORROR

Solitude: UTSS-4005

Sound design and reactive audio systems for a haunting sci-fi horror game set aboard a drifting spaceship.

Open to contract and part-time work now, and full-time Technical Sound Designer roles from August 2027.
Based in Vancouver, BC · open to on-site, hybrid, remote, or relocation.

Portrait of Deniz Tuglu

About Me

I’m a technical sound designer focused on making expressive, interactive game audio. I work on sound design, recording, middleware implementation, gameplay systems, and mixing.

My audio journey began in music production in Istanbul and led me to Vancouver, where I studied Sound Design at Vancouver Film School. My background in instruments, music, and psychoacoustics continues to shape how I build sound for games.

I work across the audio pipeline, from prototypes to shipped games. My toolkit includes Unity, Unreal Engine, Unreal Blueprints, Python, C#, Wwise, FMOD, MetaSounds, REAPER, Nuendo, and Pro Tools. I focus on building responsive systems and collaborating across audio, design, and engineering.

Download my resume (PDF)