Michal Sinka

@michalsinka.bsky.social

🎵 I combine custom game music and audio implementation to give small indie teams polished, responsive game audio. 🎮 🇨🇭 Game Composer & Audio Designer | Wwise | Indie Games 🎸 Guitarist & Bassist 🌍 https://linktr.ee/michalsinka

The sound of a genie trying to escape a lamp in Apple Picker started with... a metal cup. 🏆😃 This video shows a few of the recordings I captured and the final sound in-game. The cup is actually a prize I won in an audio freelancing bootcamp back in 2019. Nice to finally put it to work. 🍎🎧

Working on incremental games taught me something interesting about game audio: A sound that feels great 10 times can become unbearable after 1,000. Satisfying > realistic. Long-session fatigue changes a lot about how you design audio.

Hey devs, We are a small, family-run publisher based in Switzerland. We are currently looking for PC games to publish this autumn, as well as for 2027 and beyond. We'd love to see your projects! We look forward to receiving your pitches at: chat@metaroot.ch

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🎵 One of my favorite bits of sound design in INVENTORIX was the money “kaching” I made 11 short synth hits tuned to a dominant pentatonic scale - small payouts trigger single notes, big ones play short melodic “kaching lines” 💸 Read more: tinyurl.com/4h9a84ss #gameaudio #indiedev #inventorix

Inventorix: From Two-Person Team to Middleware Workflow | Audiokinetic Blog

Discover how a two-person team achieved polished, professional audio using Wwise for the indie game Inventorix.

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