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.
Selected work
SIX FEATURED PROJECTS · 2023–2026
Shadow Frames
Sole audio designer on a UE5 horror game where anomalies are found by listening. 200+ Wwise events implemented in Unreal.
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SIDAR NULL
A solo horror prototype navigated by sound.
XR Labs
Audio for Unity VR and AR training simulations.
Transientica
A Unity rhythm game played by beatboxing.
Not Today, Darling!
Four-player kart racing, mixed for the pile-ups.
AI Audio Research
Can generated sound respond fast enough for gameplay?
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AutoTrim Exporter
A REAPER delivery tool I built to collect layered sounds, check the render path and export trimmed, named and verified audio assets.
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.
Mówik
A local Windows dictation app I built in Python. Hold F8, speak and release to insert text; a second shortcut inserts preset text or copies terminal commands for review.
Browse eight earlier projects 2023–2025
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)
Open to technical sound design and game audio implementation roles.
igorszuniewiczwork@


