REC

PREETHAM

Crafting Sound That Moves StoriesFilm, Game & Narrative Audio — Manchester, UK

SCROLL
Preetham mixing in the studio
SHOWREEL — 5.1 MIX
SHOWREEL IN FINAL MIX

03 / CAPABILITIES

Sound, shaped

From clean dialogue to designed worlds and final immersive delivery.

CH 01

Dialogue Rec & Edit

Clean, natural dialogue — from recording and sync to restoration and mix-ready edits.

CH 02

Sound Design

Original effects, Foley and sonic worlds built to support story, pace and emotion.

CH 03

Surround Sound Mix

Balanced, immersive mixes that translate confidently across cinema, broadcast and interactive formats.

04 / Selected work

Signal archive

05 published sessions

05 / Motion reels

Watch the work

Re-sounds, field recordings and behind-the-scenes sessions. Tap any frame to listen.

FEATURE / 16:9

Sound Re-design for Battleship

A full cinematic re-sound built around impact, scale and spatial detail.

FEATURE / 16:9

How We Create Sound Effects

Inside the process — recording the source, shaping it, and delivering it production-ready.

VERTICAL CUTS / SHORT FORM

SHORT / 9:16

Casino Sound Effects

Designed detail from a casino sound-effects session.

SHORT / 9:16

Cocktail 2 — Foley BTS

On the prop table: how the Foley for Cocktail 2 was recorded.

SHORT / 9:16

Real or Sound Design?

A listening test. Some of this was built from scratch — can you hear which?

SHORT / 9:16

Cocktail 2 — Behind the Scenes

More from the recording floor.

SHORT / 9:16

Our SFX Store Operator

The craft behind a production-ready SFX library, at 344 Audio.

SHORT / 9:16

Doors Bundle Advert

A fast product cut for the Doors sound-effects bundle.

06 / MONITOR CHAIN

SCROLL TO ORBIT

Hear what translates

Nearfield studio monitor. The reference speaker used to judge dialogue, effects and spatial balance before a mix leaves the room. Its woofer responds to the live site audio.

07 / About

Behind the mix

Clear dialogue. Designed impact. Immersive space.

Preetham recording sound on location

FIELD REC / SOURCE 01

I work on the part of a film you are not supposed to notice. The door that sounds like the room it is in. The line of dialogue that survives a bad day on set. The corridor that makes you slow down before you know why. I started on a Bengaluru recording floor, cutting multi-language dubs to picture, and moved through Foley and sound design into audio post at scale — two years of quality assurance at Pocket FM, including Saving Nora, an audio drama with more than 500 million plays. An MSc in Audio Engineering at the University of Hertfordshire pushed me sideways into game audio, where a mix has as many timelines as the player invents; my final project, an interactive horror soundscape built in FMOD and Unity, finished in the top three of my cohort. I am now in Manchester with 344 Audio, designing original sound-effects libraries — recording the source, tagging it to UCS standard, and packaging bundles that other designers build their own work on. The thread through all of it is the same, whether it is cut to a locked timeline or handed to a game engine: clear dialogue, designed impact, immersive space.

6ROLES
7TOOLS
24BIT DEPTH

08 / Experience

Arrangement

A career rendered as a multitrack session. Open any region for its notes.

BAR0102030405060708
A1

Oct 2025NOW

SFX Store Operator, Part-Time

344 Audio

+
  • 01Design original sound effects from Foley, field recording, synthesis and effects processing, then tag them to UCS metadata standard and package them as commercial bundles.
  • 02Build and maintain production-ready SFX libraries for film and game post pipelines — assets that have to work on someone else's timeline, in someone else's engine.
  • 03Shape content strategy, product direction and release planning with the team, deciding which libraries get made based on what the market is short of.
  • 04Own how each library reaches its audience: cover art, store pages, metadata previews and email campaigns.
A2

Oct 2024NOW

Sound Editor, Freelance

VibeHub Studios

+
  • 01Dialogue editing, speech cleanup and sound effects editing for films and serialised audio drama.
  • 02High-volume voice editing — comping takes, trimming, strip silence and precise timing against picture and script.
  • 03Delivered to platform loudness and QC specification for clients including KUKU FM, holding consistency across multilingual projects and accurate metadata throughout.
  • 04Ran a fully remote pipeline: versioning, file management and cross-team communication against tight delivery dates on large-scale productions.
A3

Apr 2023Nov 2024

Audio Quality Assurance Engineer

Pocket FM

+
  • 01Edited, cleaned and mixed dialogue, music and SFX to broadcast standard in iZotope RX and Pro Tools, against strict platform QC.
  • 02High-volume dialogue repair: noise reduction, artefact removal, timing alignment and compression correction, to keep clarity consistent across thousands of recordings.
  • 03Assessed AI-generated audio for realism, intelligibility and emotional impact, and fed the findings back into how it was produced.
  • 04Worked on Saving Nora — an audio drama with over 500 million plays — holding delivery quality steady at that scale.
  • 05Maintained quality benchmarks across a remote team of editors and engineers, running the feedback loop on large productions.
A4

Oct 2023Sep 2024

Student Representative, MSc Audio Engineering

University of Hertfordshire

+
  • 01Elected to represent the MSc Audio Engineering cohort to faculty.
  • 02Convened staff and student meetings to resolve academic issues as they came up.
  • 03Worked with faculty on initiatives to improve the course experience.
A5

Aug 2022Dec 2023

Sound Designer

VibeHub Studios

+
  • 01Designed and edited sound effects to carry visual storytelling across film and advertising.
  • 02Worked directly with directors and producers to match every sound choice to the creative intent.
  • 03Recorded Foley to picture — props, footsteps and cloth — for scene realism and ambience.
  • 04Ran preliminary mixes to balance elements, then surround mixes for spatial position and depth.
A6

Jul 2021Aug 2022

Recording Engineer

VibeHub Studios

+
  • 01Recorded and edited dubbing for multi-language films and advertisements, synchronised to picture.
  • 02Lip-synced dialogue across languages for precise timing and a polished final read.
  • 03Worked from ADR and spotting scripts to source and align every line accurately.
  • 04Managed file transfer, labelling and organisation so sessions arrived clean at handover.
  • 05Ran studio operations end to end: bookings, client communication and budgeting.

09 / Education

Signal theory

EDU / 012023-2024

MSc Audio Engineering

University of Hertfordshire, United Kingdom

  • 01Audio restoration and post-processing on industry-standard tools and workflows.
  • 02Analogue mixing and mastering, delivering to formats including DDP and Apple Digital Masters.
  • 03Sound design and surround sound mixing for film and interactive media.
  • 04Applied acoustics — how sound actually behaves in a given room.
  • 05Research project on the role of Foley in video game sound design, and what it contributes to immersion and realism.
  • 06Final Major Project: an interactive horror soundscape in FMOD and Unity, graded in the top three of the cohort. Parameter-driven spatial audio and environmental storytelling, built on original Foley and ambisonic captures made with a Rode ambisonic microphone.
EDU / 022020-2023

BSc Sound Engineering

CMR University, Bangalore, India

  • 01Audio recording and mixing, film sound theory, and sound design.
  • 02Surround sound mixing, game audio and live sound.
  • 03Media aesthetics, music theory, and film studies — cinematography and photography.

10 / Toolchain

Patch bay

The systems behind the sound.

INSERT 01 / Avid

Pro Tools

INSERT 02 / Apple

Logic Pro X

INSERT 03 / Firelight Technologies

FMOD

INSERT 04 / Audiokinetic

Wwise

INSERT 05 / Unity Technologies

Unity

INSERT 06 / Epic Games

Unreal Engine

iZotope logo

INSERT 07 / iZotope

iZotope RX