Nicola Ariutti

sound designer, audio programmer, livecoder

Milan, Lombardy, Italy

About

I am a sound designer and software developer. I work with procedural and algorithmic music, sound design, interactive audio, and physical computing, spanning composition, software and firmware development, electronics, and multimedia installations. I have a background in Audio Engineering (SAE Institute), with studies in electronic engineering, composition, and modern music. I work at Dotdotdot, where I develop audio projects and interactive systems for museum and immersive installations, overseeing the entire process from prototyping to installation.

Experience

  • Sound designer, developer at dotdotdot
    Dec 2017 - Present · 8 yrs 8 mos

  • Sound Designer / Developer at limulo.net
    Jan 2008 - Sep 2018 · 10 yrs 9 mos

    Sound design for videos, animations and videogames (OTTO, Puffers, Pirelli, Gardenia); Designing, programming and developing interactive applications and multimedia installations(SoundFace, Chaotic Robots Music, Petunia).

  • Ba/Bsc Lecturer in "Game Engine, Game Sound techniques" at SAE Institute
    May 2017 - Sep 2017 · 5 mos

    I've been asked by SAE Institute Milan to design and realise lectures about videogames development and sound design for videogames. The lectures give an historical overview of the evolution of sound in video games; professional figures involved in the videogame development process are also covered. Special attention is given to the tools used in the various phases of the development process, in particular to game engines, sound and music middlewares, physics and AI engines. I covered some case study from an historical perspective. Finally, I examined in great depth sound in videogame, both as a data driven model and as a procedural paradigm with particular attention to physically informed models. https://limulo.github.io/game-sound-sae2017/

  • Pure Data Audio Programmer at 8Stem
    Mar 2017 - Aug 2017 · 6 mos

    Design and realization of a signal processing engine. The engine is built with Pure Data and is designed to be integrated inside an iOS/Android app via libPD. I've also designed and implemented various DSP effects (like delay, filters, pitch shifter, stutter/beat-repeater) and their relative control interfaces with special attention paid to optimization in terms of efficiency, modularity and scalability.

  • Auxilary sales operations officer at Mediamarket S.p.A.
    Dec 2016 - Jan 2017 · 2 mos