• Home
    • Meta Horizon Worlds
    • Plants vs Zombies 3
    • HoloLens - Thyssenkrup
    • Project Spark
    • Marlow Briggs and the Mask of Death
    • Trials Evolution
    • Flight Simulator
    • Guns
    • Marlow Briggs - Gut Eater
    • Marlow Briggs - Lust Princess
  • About
  • Contact
Menu

Amanda Moscicki

Street Address
City, State, Zip
Phone Number
Sweetz Soundz

Your Custom Text Here

Amanda Moscicki

  • Home
  • Projects
    • Meta Horizon Worlds
    • Plants vs Zombies 3
    • HoloLens - Thyssenkrup
    • Project Spark
    • Marlow Briggs and the Mask of Death
  • Field Recording
    • Trials Evolution
    • Flight Simulator
    • Guns
  • Just SFX
    • Marlow Briggs - Gut Eater
    • Marlow Briggs - Lust Princess
  • About
  • Contact

Meta Horizon Worlds

As a Sound Designer at Meta, I led the audio vision for many features within Horizon Worlds on the Quest platform, helping shape immersive VR and MR experiences. From crafting audio for the New User Experience and Portal Travel to in-app games and early MR prototypes, I designed soundscapes that made virtual worlds feel alive and engaging.

I collaborated closely with engineers, designers, and product leads to solve complex audio challenges and ensure every system performed smoothly across platforms. Highlights include developing accessibility-focused audio features, directing full voice-over pipelines, creating ambisonic and mono sound content, and writing best practices and onboarding guides.

My work on Horizon Worlds was all about making audio that isn’t just heard—it’s felt, helping users connect, explore, and fully immerse themselves in VR.

Meta Horizon Worlds

As a Sound Designer at Meta, I led the audio vision for many features within Horizon Worlds on the Quest platform, helping shape immersive VR and MR experiences. From crafting audio for the New User Experience and Portal Travel to in-app games and early MR prototypes, I designed soundscapes that made virtual worlds feel alive and engaging.

I collaborated closely with engineers, designers, and product leads to solve complex audio challenges and ensure every system performed smoothly across platforms. Highlights include developing accessibility-focused audio features, directing full voice-over pipelines, creating ambisonic and mono sound content, and writing best practices and onboarding guides.

My work on Horizon Worlds was all about making audio that isn’t just heard—it’s felt, helping users connect, explore, and fully immerse themselves in VR.

Meta-Horizon-Worlds-Banner.jpg
Screenshot 2025-09-16 at 4.05.12 PM.png
466764431_8573976599305844_9083304070109438194_n.jpg
461920780_8857224960957295_5123245117123418084_n.jpg

Kent, WA 98042

POWERED BY SQUARESPACE.