Hi, I’m Giorgio, a sound designer and composer based in Birmingham, UK.
Since 2015, I’ve been immersed in the world of audio, creating sound and music for projects that span film, games, documentaries, theatre, and art installations. Over the years, I contributed to more than 20 multimedia productions, always driven by a love for storytelling and the belief that great sound can quietly transform the way a story is experienced.
As a freelancer, I had the privilege of working on Don’t Make Love, a video game nominated at both the San Francisco IGF and the Berlin A MAZE Awards, two of the most respected festivals celebrating innovation in games. I also worked on The Republics, which was selected for prestigious festivals including CPH:DOX in Copenhagen, one of the leading documentary film festivals in the world.
In 2019, I was honoured to be commissioned by New Creatives North, supported by Arts Council England and BBC Arts, to create A Fading Land, a piece exploring the climate crisis through sonic and musical experimentation. The composition was broadcast on BBC Radio 6 and later featured at Manchester Push Festival in 2020.
At the end of 2021, I joined Soul Assembly, where I serve as the studio’s sole sound designer. Across every project, I take full ownership of the entire audio pipeline, from defining the sonic identity and style to conceptualising, creating, implementing, and polishing every asset.
Since then, I led the audio development on Drop Dead: The Cabin and its successful mixed reality mode Home Invasion. In the following year, I worked as the sole audio designer on the VR edition of Just Dance in collaboration with Ubisoft Paris. In 2024, we then released Soul Spire, a cosy VR puzzle game developed for the launch of Apple Vision Pro, for which I did additional sound design and music.
My most ambitious project so far has been Street Gods, a narrative-led fighting game released at the end of 2025, where I oversaw the entire audio direction. From establishing its sonic identity and composing the score to voice-over direction, asset conceptualisation, creation, and implementation in Unreal Engine 5 using MetaSounds, I curated every aspect of the game’s audio development from concept to final mix.
Currently, I continue to oversee all things audio at Soul Assembly, shaping new projects from early prototyping through to release, while also handling editing and mixing for trailers and marketing content.
At the core of my work is a balance between creativity and technical precision: I care deeply about making sound that not only enhances a project, but defines how it feels.
"The absolute best out there"
- my mom (she would never lie!)
"You are the hippest of cats—and the most sensitive of composers!"
- Audrey Hepburn (talking about Henry Mancini)
"Ok, so...yeah, you're very good at that...yeah, the music. No, sorry, the sounds..."
- just paid a guy to say that (I really wanted 3 quotes!)