About Dobrivoje
English
Native or bilingual
Greek
Basic
German
Basic
Russian
Basic
Experience
- Video game "ALAN WAKE 2"Music DesignerARTS AND CRAFTSMarch 2023 - October 2024 (1 year and 7 months)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.
- 2Immersive4USound and Music DesignerARTS AND CRAFTSJanuary 2021 - Today (5 years and 5 months)Athens, GreeceAs 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.
- Video game "Scorn"Sound DesignerARTS AND CRAFTSAugust 2021 - November 2022 (1 year and 3 months)Belgrade, SerbiaScorn 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.
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Education
- B.A. and M.A. in Sound DesignFaculty of Dramatic Arts2006
- D.A. in Polymedia ArtsUniversity of Arts2015