IGOR SZUNIEWICZ
GAME AUDIO · VR · AUDIO TOOLS

Technical Sound Designer & Audio Programmer

I build interactive audio systems for games and VR: spatial audio, gameplay-driven mixing, and C++ audio tools in Wwise, Unreal and Unity. Currently at XR Labs; Howest DAE, class of 2026.

Shadow Frames horror game scene Shadow Frames Audio guides players to ten anomalies without HUD markers.
SELECTED WORK

Featured work

FEATURED
01

Shadow Frames

Sole audio designer 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

Technical Sound Designer; audio owner on selected Unity VR and AR training simulations. Direction, distance and obstruction cues help trainees read the scene without UI markers.

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

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
AUDIO & UNREAL TOOLS
06

AudioQ

C++ sampler plugin built with JUCE: granular mode, filters, compressor, stutter. 16 automatable parameters, open source.

2024–2025
VST3 · JUCE 8
07

Wwise UE Fixer

Repairs Wwise-related Unreal references after Perforce syncs. The automated repair step takes about 10 seconds; it first copies the .uproject and Config files it may modify.

2025
TOOLING · WWISE
08

UE Rebuilder

Runs cache deletion, solution regeneration and rebuild in one guided flow. Project backup is available as a separate, user-triggered action.

2024
TOOLING · UE5
EARLIER WORK
Browse eight earlier projects 2021–2025
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 junior technical sound design roles
CONTACT

Let's talk