ŽIGA LOZAR
Technical Sound Designer
Game Audio Reel

ŽIGA LOZAR
Technical Sound Designer
/ʒiɡə/
Hi, I'm Žiga. I move between the creative and technical sides of game audio. Blending sound design, technical implementation, and music production into one workflow. I understand the full audio pipeline, from early creative vision to technical integration and optimisation, and I don't just deliver assets from a list. I work as an extension of the dev team, collaborating closely at every stage of production.
PORTFOLIO
Sound Redesigns
Showreel 2026
Dragon's Dogma 2 · Dorfromantik · Sifu · Dead Space Remake
Contents:
- Spell redesign
- Creature redesign
- UI redesigns
- Combat redesign (with own recordings)
- Gore redesign
Showreel 2025
OVERWATCH 2 (Freja, Winston) · TITANFALL 2 · WIPEOUT OMEGA COLLECTION
Contents:
- Gun redesigns
- Gameplay redesign
- UI redesigns
- Combat redesign
In-Engine & Middleware
DAED
Unity In-Engine Implementation
Features include:
- Sound occlusion
- Dynamic Ambiences
- Dynamic reverb
- Volumetric audio sources
- Directional audio
Ellen
Unity Wwise Implementation
Features include:
- Adaptive music
- Dynamic ambiences
- Dynamic reverb
Sound Design
Beep & Bumper
Xbox Game Camp Belgium - Game jam 2026
🥇 1st Place: Friendslop Category🥉 3rd Place: Minesweeper Category
🥉 3rd Place: Community Award- Sound designer, collaboration with a composer and audio programmer.
- Designing sound effects ready for in-engine integration.Play the game!
Rodentia
Student short animated film - DAE 2026
Rodentia is a 3D animated short film with a stop-motion feel about a rat doll searching for love.- Sound design lead, collaboration with a composer.
- Voice director, collaboration with voice actors.
AMZS
Student Commercial - IAM 2023
College hosted student commercial contest - collaboration with a car insurance company🥇Winner of the competition- Recording audio engineer, responsible for audio on the project.
- Voice director, collaboration with voice actors in a studio.
Other Audio
ŽLEP - EP
Graduation work - IAM 2023
I made an EP for graduation work replacing acoustic drums with my beatbox samples. The challenge here was to manipulate those beatbox samples to have them sit well in the mix.- Recording audio engineer, working with Pro Tools
- Working in a studio environment, utilizing outboard gear to record/process vocals & instruments
- Mixing & Mastering tracks

ŽIGA LOZAR
Technical Sound Designer
/ʒiɡə/
Hi, I'm Žiga. Audio engineering graduate now specialising in Game Sound Integration. I work across the full pipeline using Reaper, Audio Middleware and game engines like Unity and Unreal, building on two years of hands-on audio engineering experience.Outside of integration, I bring a broader creative background to the table. Music production, mixing, sound design, and solid footing in visual software. That mix of audio and visual thinking shapes how I approach every project.Still learning, but deliberately focused on the skills that matter for building immersive technically sharp game audio. My goals are to work in a specialized field as a technical sound designer and build my own sound effects library.When I'm not working, I produce music, play guitar and bass, sinking hours in Satisfactory or chopping trees in Old School Runescape.




















