Goran Petrovski

Sound Designer



About

I’m a Sound Designer based in Macedonia with a passion for game audio and interactive sound design.
Holding a Master’s in Audio Engineering from ESRA, I specialize in creating immersive audio experiences for video games, from sound design to implementation, including field recording, sound effects, and engine integration.
Currently at Half Past Yellow, I work with Unity and FMOD on an exciting game project.
My credits include Time on Frog Island, Chimparty and Frantics (BAFTA-nominated for PS4/PlayLink), as well as Tiny Tomb (Android/iOS) and several unreleased titles.
I love collaborating with teams to enhance gameplay through sound, from the smallest details to the big picture.
Before focusing on game audio, I gained experience in film and TV sound production at Audiohaus, working as a Sound Designer, Foley Artist, SFX Editor, and VO Director.
I also worked as a Sound Engineer at Macedonian National TV and freelanced as a Boom Operator and Sound Mixer on film and commercial projects.
Driven by a love for interactive sound and a commitment to quality, my goal is always to create audio that deepens player engagement and amplifies the narrative.


Tempest Tower

ROLE: Sound designerDEVELOPER: Half Past YellowPUBLISHER: Half Past YellowMY WORK: Audio direction, sound design, technical sound design, implementation into FMOD.

Time On Frog Island

ROLE: Sound designerDEVELOPER: Half Past YellowPUBLISHER: Silver Lining InteractiveMY WORK: Audio direction, field recording, VO director, sound design, technical sound design, implementation into FMOD.

Chimparty

ROLE: Sound designerDEVELOPER: NapNok GamesPUBLISHER: SonyMY WORK: Voice recording, sound design, Unity.

Frantics

ROLE: Sound designerDEVELOPER: NapNok GamesPUBLISHER: SonyMY WORK: Sound design, Unity.

Tiny Tomb

ROLE: Sound designerDEVELOPER: Tiny CorpPUBLISHER: Mindsense GamesMY WORK: Sound design, voice recording.

ROLE: Sound designerDEVELOPER: Bojan EndrovskiPUBLISHER: Firenut GamesMY WORK: Sound design, implementation into FMOD.

This showreel showcases my sound design and audio implementation work across multiple game projects. All audio was designed in Reaper, implemented in FMOD, and integrated into Unity. The footage features gameplay capture.