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 Audio guides players to ten anomalies without HUD markers.
Featured work
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.
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.
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.
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.
AI Audio Research
Can generative models replace procedural DSP in a running game? Thesis with 600 generated sounds benchmarked for latency, quality, and cost.
AudioQ
C++ sampler plugin built with JUCE: granular mode, filters, compressor, stutter. 16 automatable parameters, open source.
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.
UE Rebuilder
Runs cache deletion, solution regeneration and rebuild in one guided flow. Project backup is available as a separate, user-triggered action.
Browse eight earlier projects 2021–2025
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






