Technical Sound Designer & Audio Programmer
I make sound react to what players do in games and VR. In Wwise, Unreal and Unity, I build 3D audio, systems that keep important sounds clear, and software tools for working with audio.
Shadow Frames Audio guides players to anomalies without on-screen markers.
Selected work
Shadow Frames
A UE5 horror game where players find visual anomalies by listening. I was the sole audio designer and connected Wwise to Unreal for all gameplay audio.
XR Labs
VR and AR training simulations made in Unity. I handle audio on selected projects, making walls, distance and direction change what trainees hear.
Transientica
A Unity rhythm game controlled by beatboxing. I am building the game and the C# system that tells kicks, snares and hi-hats apart.
Not Today, Darling!
A four-player couch racing game. As sole audio designer, I made each engine react to its kart and kept the player’s own kart clear in a busy race.
AI Audio Research
A research prototype testing whether generated sound is fast enough for gameplay. I built the UE5 and Python system that prepares likely sounds early and creates a simple fallback when one is not ready.
SIDAR 2.0
My original psychological horror project. I direct the concept and built its first Unreal prototype: a short first-person walk through dark, abstract spaces.
AudioQ
A sampler that runs as a VST3 plug-in or a standalone app. I built it in C++/JUCE with looping, filters, volume control and glitch effects.
Wwise UE Fixer
A Python repair tool for when Wwise and Unreal fall out of sync. It finds the mismatch and offers one of three focused fixes.
UE Rebuilder
A Windows utility for repeated Unreal maintenance: cleanup, recreating project setup, builds and useful error reports. I rebuilt version 7.
Browse eight earlier projects 2021–2025
About
I work where sound design meets game code. At XR Labs, I handle 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 have a twelve-year background in classical piano. I am looking for a junior technical sound design role.







