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
-
AutoTrim Exporter
A REAPER tool that collects layered sounds and exports them trimmed, named and verified.
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AudioQ
A sampler with loop editing, granular playback and effects.
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Mówik
A local Windows dictation app. Hold F8, speak and release to insert text.
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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’m a technical sound designer and audio programmer based in Graz.
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.
- Code
- C++ · C# · Python · Lua
- Languages
- Polish — native
English — fluent
German — basic
Tools in practice
- Wwise Game states and a reactive mix Shadow Frames
- Unreal Engine Kart engines built with MetaSounds Not Today, Darling!
- Unity Live audio recognition written in C# Transientica
- REAPER Lua tools for sound asset delivery AutoTrim Exporter
Also working with FMOD, Steam Audio, Pro Tools and Perforce.
Contact
Open to technical sound design and game audio implementation roles.



