Santiago Branda


Audiovisual Experiences

Unreal Engine • TouchDesigner • Wwise

Santiago Branda

Interactive Audiovisual Experiences

Unreal Engine • TouchDesigner • Wwise

Selected Work


Product Visualization


Roland TB-303

Spec Work Presentation

Creative Direction, Environmental Design, VFX and Cinematics

Roland TB-303 - The Engine Behind Acid House.This was a personal spec project exploring real-time motion design, VFX and visual storytelling in Unreal Engine 5.7.Creative Direction, VFX, Motion Design, Original Music and Sound Design.



Horn 4X4

Product Visualization

Creative Direction, Environmental Design, VFX and Cinematics

Commercial project created for Horn 4X4, showcasing a range of off-road accessories through real-time cinematics and visual storytelling.Built in Unreal Engine 5.7



Archviz Trailer

Product Visualization Trailer

Creative Direction, Environmental Design and Cinematics

Initially developed as a cinematic marketing piece for a residential development, this project was later expanded into an interactive real-time experience.The trailer presented here was created to showcase the architectural design and communicate the project's atmosphere, spaces and visual identity across digital platforms.Built in Unreal Engine 5.5.




Interactive Spaces


Yacht Interactive Experience

Real-Time Interactive Project

Programming, Real-Time Visualization and Environment Design

Personal project exploring how real-time interactive experiences can transform yacht presentation and sales.Designed to allow users to experience a vessel before stepping on board, freely exploring its spaces, modifying features and understanding the product through direct interaction.Built in Unreal Engine 5.7



Real-Time Archviz Experience

Real-Time Interactive Project

Programming, Real-Time Visualization, Modeling and Environment

A real-time interactive experience designed to allow users to explore and understand a residential property before construction or physical occupancy.Through direct interaction, users can navigate the space, customize materials and furniture options, and experience different lighting conditions in real time.Built in Unreal Engine 5.5



Interactive Residential Experience

Real-Time Interactive Project

Programming, Real-Time Visualization, Modeling and Environment

Commercial project developed for a private client.Designed to allow the client to experience and evaluate the property before construction, transforming architectural plans into an immersive real-time environment.The experience enables users to freely navigate the house, understand the spatial design and explore different materials and lighting conditions through direct interaction.Built in Unreal Engine 5.7




Audiovisual Experiences


Audio-Reactive Visuals - Vol. I

Generative Visuals

Audio-Reactive System and Original Composition

Personal project exploring the relationship between ensemble music and real-time visual systems.Particle behavior, motion and visual dynamics are driven entirely by the audio in real time, creating a direct connection between sound and image.The visual system was developed in response to an original composition from my second Pierrot Quintet named "Preludio y Continuación".Built in TouchDesigner.



Fee Fi Fo Fum

Music Illustration

Concept Art, Environmental Design and Cinematic

This scene was created as an ambition to bring musical depictions into life and to explore night lighting in Unreal Engine 5.4.

Every time I compose I'm imagining, so in this piece inspired by Wayne Shorter's "Fee Fi Fo Fum", I'm using the colour palette and symbols from the cover art of the "Speak No Evil" album



Audio-Reactive Visuals - Vol. II

Real-Time Audiovisual Performance

Live Guitar Input, Generative Visuals and Projection

Exploring how live performance can be extended through real-time visual systems.Audio data from a live guitar performance drives visual behavior, generating dynamic imagery projected onto a physical environment in real time.The project investigates the intersection of music, interaction and spatial visuals through a custom audiovisual system developed in TouchDesigner.Built in TouchDesigner.




Music & Sound


How to Sound Design? Vol. I

Sound Design BTS

Sound Design, Sample Recording, Editing and Mixing

A behind-the-scenes look at the creation of a gore sound effect using everyday objects, recording techniques and audio processing.The project showcases the full workflow, highlighting how organic materials can be transformed into convincing sound design assets.



Epic Music Composition

Original Trailer Rescore

Sound Design, Field Recording, Synthesis and Mixing

I composed this original music as a creative exercise in narrative-driven scoring. Our goal was to explore emotional tension and thematic build-up through a custom soundtrack.Disclaimer: This is a fan-made project. I am not affiliated with FromSoftware, Bandai Namco, or the production of Elden Ring. All visual content belongs to its respective owners.



Sound Design Showcase

Game Audio

Sound Design, Field Recording, Synthesis and Mixing

A collection of game audio work created for portfolio and professional applications.The reel features original sound design created for gameplay, environments, creatures, weapons and user interfaces, with a focus on clarity, impact and player feedback.



About me

I'm an audiovisual designer focused on interactive experiences, working at the intersection of sound, visuals and real-time technology.Holding a Bachelor's Degree in Music Composition, my background spans sound design, game audio, interactive systems and real-time media.Through tools such as Unreal Engine and TouchDesigner, I create experiences that transform ideas into interactive audiovisual worlds. My work explores how sound, visuals and interaction can come together to create new ways of experiencing products, spaces and stories.

📍 Buenos Aires, Argentina 🇦🇷