AUDIO DESIGN
AUDIO PROGRAMMING
DIMITRIS GIOVOS
MY PROFESSIONAL PROFILE
Dimitris is a recent graduate of MSc Sound Design at University of Edinburgh passionate about sound design and game audio programming. As a post graduate student he passed through various modules developing his skills on sound design including field and dialogue recordings, sound editing, digital signal processing, sound design, foley artist, mixing, mastering, audio programming and game audio programming.
PROFESSIONAL HISTORY
Event Technical Support
5StarCrew
Ensuring exceptional technical time management skills with attention to detail.

Executing large and small scale events throughout the year providing excellence.


Apr 2017 - Dec 2018
Designer
Sainted Media
Working as a Designer in Sainted Media my duties were to create e-books with their audio books.
Guiding the voice over actors while recordings took place, and editing and repairing the audio.
Oct 2016 - Jun 2017
Beta Tester
Fingersoft Ltd.
My responsibilities include testing all the aspects of the game Awasome Racing, finding and reporting any issues of the beta versions.
Aug 2016 - Sep 2016
Beta Tester
SoulEval Study
My role was to check the aspects of the Soulight app and participate on a survey based on my experience using Soulight.
Jun 2016 - Jul 2016
Sound Assistant Technician
Metropolis Radio 95,5
My responsibilities included providing all the necessary assistance for a smooth running of live streaming shows and post production duties.
Sep 2010 - Dec 2010
Lead Audio Programmer
Pineapple Studios Ltd
Set-up Audio department.
Planning and documenting audio assets.
Writing code for audio assets integration using FMOD.
Audio assets implementation in FMOD.
Ensuring the code was efficient and it was running bug free.
Supporting sound design team and reviewing the SFXs.
Extra duties
Lead of refactoring process
Help to improve and organise the development flow.
Organise the documentation. Design a naming pattern so all the department have a common naming structure. The pattern could also be applied to the folder structure.
Create a library/search engine for all the assets used in the projects of the company.
Train gameplay team members to use State Design pattern.

Sep 2020 - Feb 2021
EDUCATIONAL EXPERIENCE
MSc in Sound Design
University of Edinburgh
Achieved high marks throughout the course demonstrating particular capability in Sound Design Media (71%) and Sonic Structures (70%).
Dissertation: Game or Instrument : Mapping a 3D game world to a procedural music engine.
Working independently has required and further strengthened my skills in self-motivation, research, attention to detail and problem solving.
Course Modules: Interactive Sound Environments, Sound and Fixed Media, Media and Culture, and Digital Media Studio Project.
BA Hons in Music Production & Sound Engineering (First Class)
University of Wales
Modules in DSP and Sound Synthesis, Art of Mixing, Music and Sound for Postproduction developed strong ability on manipulating and synthesising sound and music using digital signal processing techniques.
SKILLS
I’ve mostly acquired skills through my education and work experience. I’m definitely proud of the skills I’ve gained across the years, and lucky to have had the support to become a professional in my field. But what I’m most proud of is my perseverance through it all. Read through my site to discover how you can benefit from my skills.
Post Production
GAME AUDIO DESIGN AND PROGRAMMING
Icarus
Icarus is a project of a small team consisted of three people. It is a short runner video game inspired by the story of the Greek mythology, Daedalus and Icarus. The aim of the game is to collect as many coins as possible and finish successfully the two levels. The player can either flap or spin but these two actions reduce his energy. When his energy is too low the player is unable to flap or spin. Another case when the character is unable to flap or spin is when the player is too close to the sky or to the ground. Within the game there are different types of obstacles that can harm the character, some can injure him but some can kill him. Icarus has multiple death types, so please experiment while playing.
Please bare in mind that the audio design and programming is in development progress.
Game or Instrument
In this project, the development of an interactive networked system for real-time composition is created, built using the Unity 3D game platform. Tracking player’s motion and position within the game environment, and streaming that data via digital transmission protocols to a stereo-channel Max MSP patch, the sonic result is correlated to the actions in the game world. A compositional map was designed to guide the player within the virtual environment and form the compositional structure of the song. The compositional, musical structure is based on the aspects of the vertical re-mixing technique and consists of procedural sound generators.
Sonic Sculpture
The project is based on J. G. Ballard’s short story “Venus Smiles” and the whole project is inspired from a sentence on the second page where it refers to the sonic sculpture which is placed in the center of a square. Within the story there is a character who provides guidance to the player for what he needs to do to accomplish the game. There are four actions the player has to do to finish the mission. At the beginning, the player should find and answer to a phone to come in contact with the guide. After that they have to do a graffiti at the building, call the guide again, play basketball at the basketball field, find the guide close to the basketball field, listen to the sonic sculpture, find the guide on the square and finally, set the alarm on of the clock at the square to finish the game.
AUDIO DESIGN
Trickster
This project had two tasks : a) Record 50 sounds from a genre of my choice.
b) Design three audio demos using them. The sound kit which was chosen is the trickster type. Designing sounds for a trickster sound kit should have a more funny and, hilarious mood and that was target of this project. Performing, plays a significant role because sounds individually cannot give the desirable results that you want to design sonic cartoon phrases. In order to design sonic cartoon phrases the sound material should be able to be combined and communicate sonically with each others. The main thought for the implementation of this project was to create sounds which would have the flexibility to be used for the design of various sound effects. Seemingly, the sound kit is divided in two subcategories: the first one is consisted of sounds which purpose is to be used for cartoon or animation projects and the second category is consisted of sounds which can be used for more cinematic sound effects.
The Bongas
Design the sound effects, guide and record the voice actor for the audio books.