Anton Pimenov

CREATOR OF QUALITY SOUND

About Me

I am a Sound Engineer, Sound Producer and Sound Designer with a Bachelor's degree in Sound Engineering with over 8 years of experience.

I am creative, reliable, and detail-oriented, with a meticulous attitude that ensures every project gets the attention it deserves. With refined taste and a broad-minded approach, I tailor my work to bring out the essence and character of every track or project. Regardless of what it is, I am committed to delivering the best results that reflect the uniqueness of the project.
About Me
I am a Sound Engineer, Sound Producer and Sound Designer with a Bachelor's degree in Sound Engineering with over 8 years of experience.

I am creative, reliable, and detail-oriented, with a meticulous attitude that ensures every project gets the attention it deserves. With refined taste and a broad-minded approach, I tailor my work to bring out the essence and character of every track or project. Regardless of what it is, I am committed to delivering the best results that reflect the uniqueness of the project.

Services

Below are the positions I am available to work in,
but I am not limited to them.
  • Movies & TV

    • Re-Recording Mixer
    • Sound Designer
    • Sound / Music / Dialogue Editor
    • Foley Artist / Engineer / Mixer
    • Composer
  • Music

    • Sound Engineer
    • Mixing Engineer
    • Mastering Engineer
    • Music / Sound Producer
    • Recording Engineer
  • Games

    • Sound Designer
    • Dialogue Editor / Designer
    • Music Editor / Designer
    • QA Tester
    • Composer

Portfolio

Below are some of my previous works.
Portfolio Sections

The Pursuit of Happyness | Natural Redesign Audio (2025)

This excerpt from The Pursuit of Happyness (2006) was sound-designed from scratch in Pro Tools to demonstrate the creation of natural, film-realistic ambient soundscapes. All material was sourced from free libraries. Sounds were tightly synchronized to picture, immersed in the reverb of each environment using Audio Ease Altiverb, and automated for level, panning, EQ, and reverb. Certain sounds were cleaned of noise and artifacts in iZotope RX, equalized with FabFilter Pro-Q 4, and transient-processed using Native Instruments Transient Master. Specific sounds, such as the paint roller and footsteps, were also time-warped to match on-screen motion. The final master was processed through the Abbey Road TG Mastering Chain and limited with FabFilter Pro-L2 to meet EBU R128 standards (−23 LUFS integrated, −1 dBTP).

Fan-made short film | Re-Recording Mixer (2024)

After receiving the AAF project containing ambiences, Foley, SFX, voice tracks, and music, I started working on the audio in Nuendo. I did the audio editing, added automations, and applied various types of processing such as EQ, dynamics, spatialization and distortion. The narrator's voice was mixed to match the director's intent.

Inception Trailer | Redesign (2020)

This was my first coursework project as a sound designer, created in Reaper. The challenge was to capture the atmosphere and mood using the provided sound libraries. The project contained 128 tracks, including original music, textures and noise elements, everything from the library. For each scene, I developed detailed sounds and textures as if the trailer were cut from a full-length movie. I spent about two weeks working on it at a slow pace.

Universal Trailer | Minimalistic Redesign Music in Dolby Atmos (2021)

This project was my first experiment with Dolby Atmos in Nuendo, created as part of a university assignment. The music for the trailer was composed, produced and mixed using the Kontakt library and synthesizers.

Video Sample | Redesign Audio (2023)

This short video sample was created in Reaper for a university assignment focused on realistic sound design. The task was to build a natural soundscape from the camera's perspective using a provided sound library, with pitch and volume automation applied to enhance the realism of the passing car.

Mixing & Mastering

Game Event "MGE" | Sound Designer, Music Editor (2022–2024)

About the game: The game was created for top CIS Twitch streamers. It was a two-month real-time strategy event in which streamers played the game and needed to complete other games to make moves in our game. Streamers could upgrade bases, complete quests, interact with items and inventories, recruit partners into a family, capture territories, and more.

About game development: The game was developed on the Unity engine, using WebGL, React, Electron and Chromium. You could follow the event via Discord, Telegram and Twitch bots, the Twitch extension, and the website. The development team consisted of about 15 people.

My duties: I served as Sound Designer and Music Editor.

As Music Editor, I sourced background music from AudioJungle to match the game's style (swing-jazz of the 1930s–1940s) and ensured it fit the atmosphere and the voice-overs, whether happy or sad in tone.

As Sound Designer, I created the game's sound design, partially integrated sounds into Unity (including scripting), and edited, mixed and cleaned up 869 voice-over tracks.

I aimed for high audio fidelity, but given the project's technical constraints and the programming languages used, this represents the most cost-effective audio result achievable. Occasionally, brief micro-loads during gameplay prevented certain sounds from playing; this behavior stemmed from the project's architecture and cannot be fixed in the current build. Similarly, some sound elements I wanted to add remained unimplemented due to the same project-specific limitations.

Listen on SoundCloud

Work performed: audio editing, cleaning and voice mixing.

All VO material was sourced from the MGE game. The examples shown are only a selection of 869 VOs of different voices and characters (most are in the Meetings category).

Browser Game Event "NASSAL 2026" | Sound Designer (2026)

In Development

About the game: This game is a sequel to "NASRAL 2025" and has been created for a gaming event among streamers. It will be a two-week real-time event during which streamers will take part in in-game auctions held on a separate website, and then play randomly selected games to earn points and climb the leaderboard. Streamers will have inventories, and after each game they will spin a wheel featuring mini-games with challenges and receive various effects that influence gameplay.

About game development: The game is being developed using WebGL and React, utilising the Howler.js audio library for audio playback. Website visitors will be able to watch the event and play mini-games created on the site. Participants will have more opportunities to interact with the site during the game. Development will take six months at a slow pace, and the development team consists of eight people.

My duties: I serve as Sound Designer. I create the sound design for the entire browser game.

Browser Game Event "NASRAL 2025" | Sound Designer (2025)

About the game: The game was created to host a gaming event among streamers. It was a two-week real-time event in which streamers participated in gaming auctions hosted on a separate website and then played randomly selected games to earn points and climb the leaderboard. Streamers had inventories, and for each game they spun a slot machine with different effects that influenced gameplay.

About game development: The game was developed using WebGL and an internal audio engine. Site visitors could watch the event and play a modified slot machine. Participants had more opportunities to interact with the site to play. Development took 14 days, and the development team consisted of eight people.

My duties: I served as Sound Designer. I created the sound design for the whole browser game and created about 70 different user interface sounds.

Visit the Website

All UI sounds had a slight random variation in volume and pitch. For one of the sounds, a short fade-out was applied when the mouse was released to avoid clicks. Since this was a browser game, all sounds were triggered using simple audio calls to avoid complex mechanics and optimize performance and reduce the website size.

Game Event "MGE 2" | Sound Designer, Music Editor (2024–2026)

In Development

About the game: This game is being developed for top CIS Twitch streamers. The event is an asynchronous strategy with roguelike elements and will last for one month, during which streamers will share the common goal of clearing all sectors by completing other games with specific conditions. Streamers will be able to upgrade their shared and personal bases, collect resources, interact with items and inventory, capture sectors, and more.

About game development: The game is being developed using the Unity engine and the FMOD audio engine. The development team consists of around 12 people.

My duties: I work as a Sound Designer and Music Editor.

As Music Editor, I use background music selected from the first part of the game "MGE", originally sourced from AudioJungle to match the game's style (swing-jazz of the 1930s–1940s), which also suits the current game's atmosphere.

As Sound Designer, I develop the game's sound design using the FMOD audio engine, integrating events and snapshots into Unity (including scripting), and edited, mixed and cleaned up 170 voice-over tracks.

Contact Me