IGOR SZUNIEWICZ
GAME AUDIO · VR · AUDIO TOOLS

Technical sound design for games and VR.

Spatial audio, occlusion, adaptive music, audio tools. Wwise, FMOD, UE5, Unity, C++.

SELECTED WORK

Projects

01

Shadow Frames

Solo audio on a UE5 horror game built around listening. No HUD markers, players find anomalies by ear. 32-source spatial budget and a 49-page Sound Bible.

2025
WWISE · UE5 C++
02

XR Labs

Sole audio designer on Unity VR and AR training sims for defence and public safety. Gunfire, radios, and threats placed and occluded so trainees can trust their ears.

2025
UNITY · STEAM AUDIO
03

Transientica

A rhythm game you play with your mouth. 45 ms latency at 92% accuracy in the SVM prototype, pure C# KNN in the Unity rebuild.

2025
ML · DSP · UNITY
04

Not Today, Darling!

Only audio person on a 4-player split-screen racer. Procedural MetaSounds engines and a 32-voice mix that keeps every kart readable.

2025
METASOUNDS · UE5
05

AudioQ

C++ sampler plugin built with JUCE: granular mode, filters, compressor, stutter. 18 automatable parameters, open source.

2024
VST3 · JUCE 8
06

AI Audio Research

Can generative models replace procedural DSP in a running game? Thesis with 600 generated sounds benchmarked for latency, quality, and cost.

2026
DSP · GENERATIVE
07

Wwise UE Fixer

Repairs broken Wwise and Unreal audio references after Perforce syncs. Backup-first workflow, repair time down from about 20 minutes to 10 seconds.

2025
TOOLING · WWISE
08

UE Rebuilder

Rebuilding a broken Unreal project by hand means cache deletion, solution regeneration, and backups. This tool does all of it in one guided pass.

2025
TOOLING · UE5
09

Wwise Implementation Projects

Three Wwise implementations, each solving a different problem: voice prioritization at a 256-voice cap, zone-based spatial mixing, and memory budgets tight enough for Android.

2025
WWISE · UNITY
10

Sound Design Reel

Game scenes stripped of their audio and rebuilt from scratch: combat, spells, creatures, and sci-fi spaces made with field recordings, synthesis, and foley.

2025
REAPER · SYNTHESIS
11

Amorak

Horror animation mixed binaurally in Reaper with Dear VR Pro. The creature's voice and a basement that surrounds you are built for headphones.

2024
BINAURAL · REAPER
12

Akantilado

Every sound in this 3D jungle short is hand-made: 200+ foley and ambience recordings, carried through to the final mix.

2024
5.1 · FOLEY
13

Ray

Disco-funk score written in 8 days after the composer dropped out. Full music, sound design, and mix.

2024
SCORE · MIX
14

Richter

Earthquake short film scored with zero commercial libraries: a Zoom H6, found objects, and synth rumble that never buries the dialogue.

2025
FIELD RECORDING
15

Pause & Deserve

UE5 horror game built alone: code, audio, and level design. The twist: pausing freezes the enemy, but every pause makes it faster.

2024
UE5 · SOLO DEV
MUSIC & COMPOSITION →
PROFILE

About

My Game Sound Integration studies at Digital Arts and Entertainment cover both production (DAWs, recording, mixing) and implementation: Wwise, FMOD, C++, Blueprints in Unreal and Unity. Most of my work lives in the overlap: occlusion, raycasting, spatial audio.

At XR Labs I do technical sound design for VR/AR training simulations used in defence and public-safety contexts. The job is practical: if a threat is behind a wall, the audio has to sound filtered, distant, and correctly placed.

EDUCATION
Howest DAE, Sound Integration
NOW
XR Labs, VR/AR training
BACKGROUND
Classical piano, 12 years
LOCATION
Kortrijk, Belgium
STATUS
Open to work
CONTACT

Let's talk