Game audio Code Composition
Graz, Austria
Audio implementation
Sound design and integration for games.
Wwise, Unreal Engine and Unity.
Igor Szuniewicz
Technical Sound Designer
& Audio Programmer
Selected work
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Shadow Frames
Sole audio designer on a horror game where anomalies are found by listening.
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SIDAR NULL
A solo horror prototype with an echolocation system built in C++.
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XR Labs
Sound design and spatial audio for Unity VR training simulations.
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Transientica
A beatboxing rhythm game with real-time drum classification.
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Not Today, Darling!
Vehicle, collision and character audio for four-player kart racing.
Tools & research
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AutoTrim Exporter
Trim, name and export layered sound effects from REAPER.
Reusable profiles keep format, levels and destination together. Named queues and export auditioning are in development.
View the workflow
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AudioQ
A sampler for loop editing, granular playback and glitch effects, as a plugin or standalone app.
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Mówik
Local Windows dictation with a configurable push-to-talk shortcut and private vocabulary.
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AI Audio Research
Tests of AI-generated sound latency with an Unreal client and Python server.
Browse eight earlier projects 2023–2026
About
I design sound effects and implement game audio in Wwise, Unreal Engine and Unity.
At XR Labs Belgium, I designed and implemented audio for selected Unity VR training simulations from February to June 2026. I also build REAPER tools and audio plugins. I write C++, C#, Python and Lua.
I studied Game Sound Integration at Howest DAE and trained in classical piano at the State Music School in Kołobrzeg.
Tools in practice
- Wwise Reactive mixing · Shadow Frames
- Unreal Engine MetaSounds engines · Not Today, Darling!
- Unity Live audio recognition · Transientica
- REAPER Sound asset delivery · AutoTrim Exporter
Also working with FMOD, Steam Audio, Pro Tools and Perforce.
Contact
Open to freelance game audio projects and technical sound design roles.


