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Igor Szuniewicz

Game Audio Designer
Sound Designer • Audio Programmer
CV / Resume
Kortrijk, Belgium

About

I do game audio - everything from recording and editing sounds to implementing them in engines with middleware. Footsteps, weapons, UI, ambient, creatures, vehicles. If it makes a sound in a game, I've probably worked on something like it.

I'm finishing my Game Sound Integration degree at Digital Arts and Entertainment in Belgium, where the coursework splits between production (DAWs, recording, mixing) and integration (Wwise, FMOD, C++, Blueprints in Unreal and Unity). The technical side is what I keep coming back to - occlusion, raycasting, spatial audio. Making sound behave like it belongs in a physical space.

Right now I'm also at XR Labs, doing technical sound design for VR/AR training simulations. Police, military, customs - people training for real situations who need the audio to match.

Projects

Game Audio 2025

Shadow Frames

Horror game set in a 1960s Irish pub. Something is wrong, and your ears are the only way to find it. No HUD, no markers. Just binaural audio and the question: was that sound always there?

Horror Wwise UE5 C++ Spatial Audio
Professional 2025

XR Labs

Technical sound designer at XR Labs Belgium. Solo audio on VR/AR training simulations used by defence, federal police, and customs services.

Unity Steam Audio VR / AR Spatial Audio
Game Audio 2025

Not Today, Darling!

Four grandmas racing for inheritance. I was the only audio person. Built procedural engines in MetaSounds, then spent a week making sure 4 players crashing at once doesn't turn to mud.

MetaSounds Unreal Engine Multiplayer Racing
ML Audio 2025

Transientica: AudioLab

A rhythm game you play with your mouth. Beatbox into the mic, the game recognizes what you did in 45ms. 92% accuracy. Trained an SVM on 2000+ samples of me making weird noises.

Machine Learning Python Unity DSP
Research 2025

AI Audio Research

Bachelor thesis. I asked: can AI make game sounds on the fly? Tested 3 AI models, ran 600+ generations. The models are all too slow. But I found a caching trick that hides the wait.

Research Machine Learning Python Real-time
AudioQ plugin
VST3 Plugin 2024-2025

AudioQ

Sampler plugin I built in C++/JUCE because I kept chaining three plugins to do one thing. Granular, filters, compressor, bitcrusher, stutter, reverse - 18 automatable parameters. Open source.

VST3 C++ JUCE 8 DSP
Sound Design 2024

Amorak

Horror animation. The creature needed to sound massive. I stacked a lion, elephant, tiger, and hippo, pitched them all down, and mixed the whole thing in binaural 3D so it feels like it's behind you.

Sound Design Horror Creature Design Spatial Audio
Animation 2024

Akantilado

Two cats chasing a golden orb through a jungle. Solo sound designer. 200+ custom foley samples, 5 ambience layers, delivered in both stereo and 5.1 surround. Every paw hit synced frame-by-frame.

Foley 5.1 Surround Animation Reaper
Horror Game 2024

Pause & Deserve

Pausing freezes the enemy. But every pause makes it permanently faster. The longer you wait to unpause, the more the ambient audio ramps up - drones get louder, heartbeat speeds up. Built solo in 8 weeks to learn Unreal.

Horror MetaSounds UE5 Adaptive Audio
Film Score 2024

Richter

Student earthquake film. No sound libraries allowed. I walked around with a Zoom H6 recording every surface I could find, stretched foley into drones, and spent a full day on EQ automation because the quake rumble kept burying the dialogue.

Film Score Field Recording Orchestral
Animation 2024

Ray Animation

The composer dropped out 8 days before the cinema screening. I wrote a disco-funk score from scratch, synced every hit to Ray's choreography. Standing ovation at the premiere.

Music Composition Animation Funk
Dev Tool 2024

Wwise Unreal Engine Fixer

After a Perforce pull, every Wwise actor goes silent. This tool scans for broken references and fixes them all. One click. Saves my team hours of manual file editing.

Dev Tool Python Wwise Automation
Dev Tool 2024

Unreal Engine Rebuilder

Linker errors at 11pm? One click: cleans Intermediate, Saved, regenerates project files, recompiles from scratch. Does in seconds what normally takes 15 minutes of cursing.

Dev Tool Automation Unreal Engine
Sound Design 2024

Sound Design Reel

Mute the original. Rebuild everything from scratch. Four game audio redesigns - God of War combat, Baldur's Gate 3 spells, weapon sounds, sci-fi environments. No library shortcuts, only my own recordings and processing.

Sound Design Reaper Field Recording Foley
Middleware 2024

Wwise Projects

Three solo school projects where I actually learned Wwise. Hit the 256 voice limit in a zombie shooter, built zone-based crossfades for a platformer, and squeezed audio onto a 2GB Android phone. 80% memory saved with the Silence plugin alone.

Wwise Unity SoundBanks Optimization

Skills

Game Audio

  • Interactive music (Wwise/FMOD)
  • Wwise & FMOD integration
  • Unity & Unreal Engine
  • Adaptive audio
  • MetaSounds (UE5)
  • Spatial audio / 3D audio
  • Voice management & optimization
  • Memory budget management

Production

  • Music composition
  • Sound design
  • Mixing & mastering
  • Field recording
  • Foley work
  • 5.1 surround mixing
  • Horror sound design

Development

  • Real-time DSP
  • Python audio tools
  • C# scripting (Unity)
  • C++ (JUCE framework)
  • Audio plugins (VST)
  • Machine Learning for audio
  • Blueprint scripting (UE5)

Tools

Wwise Advanced
FMOD Advanced
MetaSounds Advanced
Unreal Engine 5 Advanced
Unity Proficient
Reaper Expert
Pro Tools Advanced
Logic Pro Advanced
Python Advanced
C# Proficient
Blueprints Advanced
C++ Intermediate
Max/MSP Proficient
iZotope RX Advanced
FabFilter Suite Advanced
JUCE Intermediate

Contact

Want to work
together?

Open to new opportunities

Currently at XR Labs
EU passport - can relocate
Remote work OK

EN (fluent) / PL (native)