
Technical Sound Design Reel
Sound Design Reel
Hi, I'm Avishai Karawan
I specialize in creating custom tools and workflows that make designing and implementing audio easy, intuitive, and efficient.
I worked on Dwarven Realms as a Sound Designer, where I created, implemented and mixed RPG styled SFX.
Before that, I've been a Technical Sound Designer working on HUNTERS: Uprising, where I designed tools and used them to implement audio on a multiplayer hardcore extraction shooter in development. You can see some of the tools I worked on here.
I'm also a sound designer at Artlist, where I develop tools for generating, migrating, and organizing assets on a large commercial scale.
You can check out some of the SFX I designed and recorded for the catalog here.
I am always looking for new ideas and ways to improve at what I love doing. As a lecturer at Just Music College, I had the amazing opportunity to develop as a teacher and an artist through sharing knowledge and teaching others.
Thank you for your interest in my work!
Main Skills:
Unreal Engine 5. Wwise & FMOD Implementation,
Blueprints, Metasounds, Lua
Reaper, Protools
Sound Design, Field & Studio recording
Additional Skills:
Ableton, Guitar
Technical Sound Design Breakdowns
Taking a deeper look into my technical audio tools, implementation and thought process
Multiplayer Metasounds Spaceship Audio Breakdown of a multiplayer-ready spaceship audio system built in Unreal Engine with MetaSounds. Designed for scalability and modularity, includes Doppler simulation, Granular Synth engine layer, and more
ReaperToWwise ReDesign - Ghostrunner 2
Breakdown of a non-linear redesign using ReaperToWwise, a ReaScript that links Reaper's timeline notes directly to a Wwise project. All sounds are triggered dynamically from Wwise
"AmbZone" Tool Breakdown
A flexible spline-based "Ambient Zone" for playing 2D sounds in a defined shape. also supports non-convex shapes!
PCG 3DEmitter Tracker
A PCG (Procedural Content Generation) based tool that's able to track pre-defined foliage/ mesh, and spawn, update location, or delete 3DEmitters according to map changes
Sci-Fi Weapon SFX - Workflow Breakdown
A video demonstrating sound design workflow using multiple Reaper scripts and tools
UE4 & Wwise C++/BP demo
Audio implementation demo in a game created in C++ step-by-step with a GameDev.tv course
Interviews & Community Projects
Some of my social and community activity


























