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
Shadow Frames
A UE5 horror game where players find visual anomalies by listening. I was the sole audio designer and implemented its 200+ Wwise events in Unreal.
SIDAR NULL
My first-person horror game set in spaces revealed by sound. The scanner works in the current UE5 prototype; Null’s scan-driven pursuit is still in development.
XR Labs
VR and AR training simulations for police, military and customs, made in Unity. I handled 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 writing the KNN classifier from scratch in C# to tell kicks, snares and hi-hats apart.
Not Today, Darling!
A four-player couch racing game. As sole audio designer, I built reactive engines and a priority mix that keeps kart feedback audible through four-player pile-ups.
AI Audio Research
A UE5 and Python prototype measuring whether generated sound can respond fast enough for gameplay. The resulting pipeline uses pre-generation, caching and a procedural fallback.
AutoTrim Exporter
A REAPER delivery tool I built to collect layered sounds, check the render path and export trimmed, named and versioned 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, opens trusted targets after confirmation or copies terminal commands for review.
Browse eight earlier projects 2021–2025
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)








