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Dobrivoje MilijanovicDM

Dobrivoje Milijanovic

Sound and Music Designer

250 €/jour
Athens, GR
15 ans et +

Délai de réponse moyen : 1h

À propos de Dobrivoje

Are you developing immersive games or interactive experiences and need expert audio that elevates your project? As a part of BAFTA-winning audio team (Alan Wake 2), and as one of four sound designers on "Scorn", I delivered dynamic soundscapes, MetaSounds implementations, blueprints for adaptive audio, SFX, Foley, and music integration using UE5, FMOD, and WWise.
What sets me apart is a proven track record on AAA titles like Alan Wake 2 DLCs and Scorn, plus interactive installations and electronic music production—ensuring your audio is award-worthy and optimized for performance.
I handle projects like sound design for games, narrative/combat music systems, ambient soundscapes for VR/interactives, live event audio, and custom Foley/SFX packs—ready to bring your vision to life efficiently.
  • Anglais

    Bilingue ou natif

  • Grec

    Notions

  • Allemand

    Notions

  • Russe

    Notions

En télétravail uniquement
Travaille majoritairement à distance

Expériences

  • Video game "ALAN WAKE 2"
    Music Designer
    ARTS & ARTISANAT
    mars 2023 - octobre 2024 (1 an et 7 mois)
    Alan Wake 2 called for innovative audio that blends psychological horror with dynamic gameplay, and I delivered as Music Designer from March 2023 to October 2024—earning a BAFTA for Audio Achievement and an MPSE Golden Reel nomination as part of Remedy's team.
    I specialized in music design and implementation for the core game and DLCs, crafting narrative-driven tracks for Alan Wake's claustrophobic Dark Place nightmares. I used WWise and adaptive combat music systems that shift with player tension, creating surreal pressures for otherworldly dread.
    Music design Sound design audio implementation
  • 2Immersive4U
    Sound and Music Designer
    ARTS & ARTISANAT
    janvier 2021 - Aujourd'hui (5 ans et 5 mois)
    Athens, Grèce
    As the main Sound Designer for 2Immersive4u, an innovative animation studio based in Ohio, USA, I craft bespoke audio landscapes for animated TV series and short films, blending vintage analog techniques with cutting-edge digital tools. My work fuses foley artistry, custom SFX libraries, ambient soundscapes, and AI-generated music to amplify storytelling in vibrant, character-driven worlds.
    Drawing from BAFTA-winning game audio (Alan Wake 2) and theatre expertise, I deliver hyper-detailed creature sounds, magical whooshes, rhythmic musical cues, and spatial mixes, ensuring every episode or short pops with emotional depth and sonic surprise, optimized for streaming release.

    Typical deliverables include full audio post-production packages: dialogue polishing, dynamic Foley sessions (e.g., squishy animations, explosive action), adaptive music beds that evolve with narrative beats, and immersive 5.1/Atmos renders—perfect for your next animated project needing AAA polish on an indie budget.
    Sound design SFX and foley Avid Pro Tools Ableton Live Reaper
  • Video game "Scorn"
    Sound Designer
    ARTS & ARTISANAT
    août 2021 - novembre 2022 (1 an et 3 mois)
    Belgrade, Serbie
    Scorn is the cult survival horror game inspired by H.R. Giger's biomechanical art and skeletal paintings of Zdzisław Beksiński. I handled parts of sound design in a 4-person audio team, with custom recording, and implementation of immersive ambience, SFX, Foley, and grotesque creature sounds in Unreal Engine 4.
    I crafted ambiences that plunge players into deep, organic underground dread with creeping red vines, using processed field recordings of rocks, bones, flesh, ice, and metal for slimy, resonant unease—avoiding familiar tones to heighten immersion amid Lustmord and Billain's score.
    Delivered key assets like diegetic machine activations (with hidden intro/outro cues), enemy vocalizations (Parasite, Cyborg, Workers), and occlusion-adapted environments, contributing to Scorn's foreboding, dialogue-free world of ruined alien machinery and fleshy horrors.
    Sound design SFX and foley Unreal Engine audio implementation FMOD

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Formations

  • B.A. and M.A. in Sound Design
    Faculty of Dramatic Arts
    2006
  • D.A. in Polymedia Arts
    University of Arts
    2015

Compétences

Catégories