Original scores and sound design for film, branded content and interactive media — every sound built with the mix already in mind, from the first foley pass to a final balance that sits right in the room it's played in.
Original scoringFoley recordingSound & score designWwise implementationFinal mix
LIFETOUCHSCORE · MIX
Score and sound design built from the visual edit outward — laying out a timeline for the score, settling on the sonic aesthetic, and mapping out the key sounds to design. The aim was a score that reaches for emotion without ever crowding the frame, leaving room for the voice.
VIDEO NOT FOUND expected at assets/video/lifetouch-spot.mp4
LIFETOUCHSHOWREEL · UX SOUND DESIGN
A showreel built for Lifetouch, developing the UX sound design for an electric vehicle — shaping the motor tone, interface feedback and click sounds into a single cohesive experience.
VIDEO NOT FOUND expected at assets/video/second-media-project.mp4
LIMBOSOUND DESIGN · WWISE
Personal reinterpretation of Playdead's Limbo — original sound design and Wwise implementation, made independently and not affiliated with or endorsed by the developer.
The idea was to make the gameplay itself more sonically expressive — orchestral elements, like solo violin for the spider boss, bring key moments to life. The result works as a real score that evolves over time and reacts to in-game events, rather than a static loop. Personal project.
VIDEO NOT FOUND expected at assets/video/limbo-screencast.mp4
03 — PRODUCTION & MIXING
Production & Mixing
Sound design and mixing aren't two separate crafts — every sound gets designed with an ear for where it'll sit in the mix, and every mix decision draws on the same instinct that shaped those sounds to begin with. Knowing the tools well enough that they disappear is the constant across both, so the only thing left to chase is how the piece actually feels: technically precise, but true to what it was meant to be.
RecordingMixingMastering
DUE
Elena Faggi — EP
Mix
Mix for a six-track indie-pop EP spanning a wide range of genre influences. The goal was cohesion across the songs despite their different moods, chasing an analogue, imperfect, warm aesthetic throughout.
Sentimenti Vintage
Raychel
Rec · Prod
An R&B production built around a single sample, reshaped to carry the track's narrative — pushing toward frenzy or pulling back to calm as each moment demands, layered with ambient and urban field recordings.
Outcasted
Demo track
Rec · Prod · Mix · Master
Developed at Fonoprint with Sofia Di Vaio, built around experimentation with recording, sampling and sound manipulation — from vocal harmonies to guitars. Everything was performed live first, then reshaped and reinterpreted through sound design.
OUTCASTED.MP3
AUDIO NOT FOUND expected at assets/audio/outcasted-demo.mp3
Something
Demo track
Rec · Prod · Mix
A personal reinterpretation of the Beatles' Something, used as a hands-on exercise across the whole chain — mic selection, recording, self-performed vocals tuned with Melodyne while keeping their natural character, and the final mix. Full creative direction from tracking to mixdown.
SOMETHING.MP3
AUDIO NOT FOUND expected at assets/audio/something-demo.mp3
04 — BIO
About
Bass and guitar player before anything else — that's where the ear for music started. Graduated from SAE Institute in Milan, now working freelance as a mix engineer and sound designer, alongside a role as audio and lighting engineer at Bret, one of the pillars of Amsterdam's electronic club scene. Music and art, more broadly, are where most of the curiosity comes from.
Studio credits include an internship at Fonoprint. Live sound credits at Bret include MauP, Luke Dean, SlapFunk and Disco Tehran, among others.