RAFAEL MANSO / AUDIO DESIGNER

Sound that
brings worlds to life.

Sound design and implementation for games.
From the first idea to the last detail.

Explore my work
PELOTAS, BRAZILSOUND DESIGN · SYNTHESIS · IMPLEMENTATION

01 / SELECTED WORK

Made to be heard.

Best with headphones

Game Audio Reel

Rafael Manso · Selected work, 2024

Watch on YouTube ↗

Selected credits

PROFESSIONAL EXPERIENCE
Coffee Fest character artwork
01

AUDIO ASSET DESIGN · META HORIZON WORLDS

Coffee Fest

Audio asset design for a cozy café-management experience on Meta Horizon Worlds, where players prepare drinks and grow their own coffee stand.

Arvore Immersive Experiences · 2026Explore the project ↗
SCP: Fragmented Minds cover artwork
02

SOUND DESIGN + IMPLEMENTATION

SCP: Fragmented Minds

Designed dynamic audio assets for in-game props, cinematic cutscenes and UI elements. Implemented audio using Wwise in Unreal Engine.

HST Game Studios · 2024–2025View on Steam ↗
Fantasy Game 2 sound library cover
03

AUDIO ASSET CONTRIBUTION · SOUND LIBRARY

Fantasy Game 2

Sound Kit for Enchanted Realms

Designed over 200 audio assets for a fantasy sound library built around enchanted worlds, games and interactive storytelling.

Published by Epic Stock MediaExplore the library ↗
Medieval Viking sound library cover
04

AUDIO ASSET CONTRIBUTION · SOUND LIBRARY

Medieval Viking

Adventure Survival and Settlements Sound Effects Kit

Contributed more than 200 original sounds to this collection, bringing detail to medieval adventures, survival experiences and settlement life.

Published by Epic Stock MediaExplore the library ↗

02 / ABOUT

A creative ear.
A technical mindset.

I'm Rafael Manso, a sound designer based in Pelotas, Brazil. I create sounds that give interactive worlds their character.

My work connects audio asset creation and synthesis with hands-on implementation. I've worked on projects for Meta Horizon Worlds, a Wwise-based Unreal Engine game and commercially released audio libraries.

I also bring experience in audio QA: configuring and validating FMOD Studio events, checking triggers and parameters, and documenting issues.

View résumé ↗

My toolkit

AUDIO
REAPER · Studio One
MIDDLEWARE
Wwise · FMOD
ENGINES
Unity · Unreal Engine

Education

Sound Design Professional CourseEBAC · 2021–2023

Technology Degree in Recording ArtsUniversidade Católica de Pelotas · 2014–2017

Languages

Portuguese Native

English Advanced

03 / GET IN TOUCH

Let's make
something resonate.