Game audio Code Composition
Graz, Austria
Sound,in play.
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
Collect layered sounds, trim the start and tail, and deliver named, verified files without rearranging the REAPER timeline.
Reusable profiles keep format, levels and destination together. The project page also covers the new queue and audition workflows in development.
View the workflow
Interface shown: v3.4.3
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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 studied Game Sound Integration at Howest DAE and trained in classical piano at the State Music School in Kołobrzeg.
I write C++, C#, Python and Lua.
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.


