Manuel Silva
AUDIO DESIGNER
PROJECTS VIDEO GAME
Risk of Rain 2: Seekers of the Storm (DLC2)
Contributed to the audio development of Risk of Rain 2 – Seekers of the Storm (DLC2), focusing on both creative sound design and technical implementation
Gearbox Studio
CONV/RGENCE: League of legend story
For Convergence, I contributed by creating sound effects that supported the game’s dynamic action and vibrant world. Working closely with the audio team.
Double Stallion Games
Dungeons & Dragons: Dark Alliance
My role combined creative sound creation, vocal performance, and technical implementation: Sound Design: Designed original sound effects for creatures, combat, and environments, contributing to the game's gritty and immersive fantasy atmosphere.
Tuque Games
Season: A Letter to the Future
I Worked on sound design, voice integration, and audio implementation using Unreal Engine and Wwise. Created and implemented original sound assets to support the game's emotional tone and atmosphere. Integrated voice-over with attention to narrative pacing and performance. Collaborated closely with design and narrative teams to deliver a cohesive audio experience.
Scavenger Studio
[REDACTED]
I Worked as a Sound Designer, contributing to both creative audio development and technical integration from production through release.
Striking Distance Studio
Biomorph
For Biomorph, I created sound effects to support the game’s atmosphere, combat, and world-building. I worked with Unity and Wwise to integrate and refine audio assets, ensuring a responsive and immersive sound experience in sync with gameplay.
Lucid Dreams Studio
Tribes of Midgard
For Tribes of Midgard, I contributed by creating sound effects and performing voice acting to support the game’s rich, Norse-inspired world. I worked alongside the audio team to ensure that both the sound design and vocal elements matched the game’s tone, atmosphere, and action-driven gameplay.
Norsfell Game inc
Bloodroots
On Bloodroots, I performed the voice of the main character, bringing personality and energy to the game’s fast-paced narrative. I also contributed as a singer, adding vocal performances to enhance the atmosphere. Additionally, I created a selection of sound effects to support the overall audio experience in collaboration with the audio team.
Paper Cult
Strayed Lights
On Strayed Lights, I created and designed game’s sound effects. My work included: Crafting immersive and dynamic soundscapes for environments and gameplay Designing unique audio elements to enhance player experience and storytelling.
Embers
Outward
I was responsible for recording all the characters’ voices in multiple languages, handling the editing and voice design processes. This involved adapting performances to different languages and ensuring consistent vocal quality and style throughout the game. My work helped bring the game’s characters to life across diverse audiences.
Nine Dots Studio inc
Omensight
For Omensight, I contributed by designing sound effects and performing voice acting to enhance the game’s immersive storytelling. I worked with Unreal Engine and Wwise to create, manage, and refine audio assets, ensuring they matched the game’s tone and atmosphere.
Spearhead Games
Turbo Kid
For Turbo Kid, I contributed to the project by assisting the audio team with technical support and mixing tasks. My role involved helping ensure the audio assets were well-balanced and optimized, while also supporting the integration pipeline and maintaining the overall audio quality.
Outerminds
Project Witchstone
I created sound effects to support the game’s tactical gameplay and fantasy setting. I used Wwise and Unreal Engine to integrate, organize, and fine-tune the audio experience. Alongside the creative work, I also took part in the supervision of the audio team, ensuring consistency in the sound direction and smooth collaboration throughout production.
Spearhead Games
Winds and Leaves
As part of the audio team for Wind and Leaves, I focused on: Creating unique and immersive sound effects to enhance the game’s atmosphere and gameplay Collaborating closely with the team to ensure sounds matched the game’s visual style and narrative This role allowed me to contribute creatively to the game’s auditory identity while working in a collaborative environment.
Trebuchet
Eternal Strand
I had the opportunity to contribute to this project by overseeing and editing the foley sessions, as well as creating a selection of sound effects for the cinematics.
Yellow Brick Games
Darwin Project
I had the chance to dive into creating exciting and immersive sound effects that really bring the game to life. Using Wwise, I managed and fine-tuned audio assets to create dynamic, interactive soundscapes that react to the player’s actions. It was a great experience blending creativity and tech skills, all while being part of a passionate team.
Scavenger Games
Ultimate Chicken Horse
I worked on: Sound design for gameplay and cinematics Voice design for characters (processing and effects) Voice acting Integration in Wwise I was involved in both the creative and technical sides of the audio, making sure the sound supported the story, the gameplay, and the overall experience.
Cleaver Endeavour Games
Speed Brawl
I enjoyed creating dynamic and punchy sound effects that bring energy and excitement to the gameplay. Working closely with the team, I made sure each sound fit seamlessly with the fast-paced action and visuals. Using Wwise, I managed and tweaked audio assets to build responsive and lively soundscapes that react to the player’s moves.
Double Stallion Games
Pixelings
For Pixelings, I contributed by creating sound effects and performing voice acting for various characters. I worked closely with the audio team to help bring the game’s world and characters to life through sound.
Outerminds
Ultimate Sheep Raccoon
For USR, I contributed to the project by creating the sound design, performing voice acting, and implementing audio systems using Wwise.
Cleaver Endeavour Games
Operation: Tango
For Operation: Tango, I contributed by creating sound effects that support the game’s immersive experience. I worked alongside the audio team to ensure these sounds fit the game’s style and atmosphere.
Cleaver Plays
Oddmar
I contributed to: Designing and creating unique sound effects that bring the game world to life Providing voice acting for some charcaters Working with Wwise to integrate audio. Collaborating closely with the team to ensure the audio enhanced gameplay and the overall player experience.
MobGe Games
Castle Story
For Castle Story, I worked on creating sound effects and performing voice acting to enhance the game’s immersive experience. I also handled audio integration using Wwise, managing events Collaborating with the team, I helped bring the game’s world and characters to life through sound.
Sauropod Studio
Beneth Oresa
For Beneath Oresa, I worked on several key aspects of the audio experience, including:Creating impactful and stylized sound effects to support the game’s tactical combat and unique visual identityPerforming voice acting, giving life and personality to charactersUsing Wwise to manage audio assets .Contributing to the mixing of elements to ensure clarity, balance, and emotional impact across the soundscape.
Broken Spear inc
Surfpunk
On Surfpunk, I contributed by supporting the technical implementation in Wwise, while also supervising the sound design team and the overall audio mix.
Double Satllion Games
Loud House: Outta Control
For Loud House: Outta Control, I created sound effects to enhance the gameplay and bring the animated world to life. I worked closely with the audio team to make sure the sounds matched the show’s style and energy.
Double Satllion Games
PROJECTS MOVIES & SERIES
Tidoc
At Ti Doc, I contributed to the audio production by designing sound effects, performing voice acting, and recording voices for various characters. My role involved bringing stories to life through sound and vocal performances, working closely with the production team to ensure high-quality audio that enhances the viewer’s experience.
PVP Media
Superklaus 4
For Superklaus, I was responsible for creating a large part of the sound design. I collaborated closely with the production team to develop sound effects that enhanced the film’s atmosphere and storytelling.
PVP Media
Transferable
I contributed to this short film by creating the sound design and handling the final audio mix, ensuring a cohesive and immersive sound experience.
Agora Studio
Zoomies
I contributed to this serie by creating the sound design and handling the final audio mix.
Agora Studio