TECHNICAL SOUND DESIGN · AUDIO PROGRAMMING · VR

Technical Sound Designer & Audio Programmer

I design and implement interactive audio for games and VR. In Wwise, Unreal and Unity, I build spatial sound, gameplay-driven mixes and tools for audio production.

Kortrijk, Belgium · Howest DAE · Previously XR Labs Belgium

FEATURED SHOWREEL / 2026 01:15 · 1080P60
Sound design · implementation · audio programming

Selected work

01

Shadow Frames

A UE5 horror game where players find visual anomalies by listening. I was the sole audio designer and implemented its 200+ Wwise events in Unreal.

2025
Wwise · UE5 C++
02

SIDAR NULL

My first-person horror game set in spaces revealed by sound. The scanner works in the current UE5 prototype; Null’s scan-driven pursuit is still in development.

SOLO PROJECT
UE5 · C++ · WWISE
03

XR Labs

VR and AR training simulations for police, military and customs, made in Unity. I handled audio on selected projects, making walls, distance and direction change what trainees hear.

FEB–JUN 2026
UNITY · STEAM AUDIO
04

Transientica

A Unity rhythm game controlled by beatboxing. I am building the game and writing the KNN classifier from scratch in C# to tell kicks, snares and hi-hats apart.

2025–PRESENT
ML · DSP · UNITY
05

Not Today, Darling!

A four-player couch racing game. As sole audio designer, I built reactive engines and a priority mix that keeps kart feedback audible through four-player pile-ups.

2025
METASOUNDS · UE5
06

AI Audio Research

A UE5 and Python prototype measuring whether generated sound can respond fast enough for gameplay. The resulting pipeline uses pre-generation, caching and a procedural fallback.

2024–2026
DSP · GENERATIVE
Open to technical sound design and game audio implementation roles. CONTACT
AUDIO SOFTWARE
07

AutoTrim Exporter

A REAPER delivery tool I built to collect layered sounds, check the render path and export trimmed, named and versioned audio assets.

2026
REASCRIPT · REAIMGUI
08

AudioQ

A sampler and sound-mangling tool I built in C++/JUCE, with loop editing, granular playback and effects. The public build is a Windows VST3; the source also builds standalone.

2024–2025
VST3 · JUCE 8
OTHER SOFTWARE
09

Mówik

A local Windows dictation app I built in Python. Hold F8, speak and release to insert text; a second shortcut inserts preset text, opens trusted targets after confirmation or copies terminal commands for review.

2026
PYTHON · WHISPER
EARLIER WORK
Browse eight earlier projects 2021–2025
PROFILE

About

I work where sound design meets game code. At XR Labs Belgium, between February and June 2026, I handled sound on selected Unity VR and AR training simulations. In my own projects, I connect sound to player actions and build tools that solve recurring audio problems.

I am based in Kortrijk, Belgium, studied Game Sound Integration at Howest DAE and trained in classical piano at the State Music School in Kołobrzeg.

Middleware
Wwise, FMOD, MetaSounds
Engines
Unreal Engine 5, Unity, Steam Audio
Code
C++, C#, Python, Lua
Production
REAPER, Pro Tools, Perforce
Languages
Polish (native), English (fluent), German (basic)
CONTACT

Email and profiles

igorszuniewiczwork@gmail.com