Technical Sound Designer & Audio Programmer
In Wwise, Unreal and Unity I build spatial sound, gameplay-driven mixes and tools for audio production.
Selected work
Shadow Frames
Sole audio designer on a horror game where anomalies are found by listening. 200+ Wwise events implemented.
SIDAR NULL
A horror prototype navigated by sound.
XR Labs
Audio for VR and AR training simulations.
Transientica
A rhythm game played by beatboxing.
Not Today, Darling!
Four-player kart racing, mixed for the pile-ups.
AI Audio Research
Latency tests for generated sound in gameplay.
AutoTrim Exporter
A REAPER tool that collects layered sounds and exports them trimmed, named and verified.
AudioQ
A sampler with loop editing, granular playback and effects.
Mówik
A local Windows dictation app. Hold F8, speak and release to insert text.
Browse eight earlier projects 2023–2025
About
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 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)
Open to technical sound design and game audio implementation roles.
igorszuniewiczwork@


