Igor Szuniewicz

Game Audio & Technical Sound Designer
Readable mixes • Spatial cues • Wwise / UE / Unity
Kortrijk, Belgium

About

I design and implement gameplay audio systems that stay readable under real constraints: voice limits, memory budgets, spatial cues, adaptive music, middleware routing, and dense moment-to-moment mixes.

My Game Sound Integration work at Digital Arts and Entertainment in Belgium sits between production (DAWs, recording, mixing) and implementation (Wwise, FMOD, C++, Blueprints in Unreal and Unity). I focus on that overlap: occlusion, raycasting, spatial audio, and audio systems that behave like they belong in the world.

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.

Projects

Selected work solving gameplay, mix clarity, latency, memory, spatial audio, and production tooling problems.

Game Audio 2025 - Present

Shadow Frames

Solo audio on a UE5/Wwise horror game where players navigate without HUD markers. I built anomaly cues, a 32-source spatial mix budget, and a 49-page Sound Bible for the team.

Horror Wwise UE5 C++ Spatial Audio
Professional 2025 - Present

XR Labs

Sole audio designer on selected Unity VR/AR training simulations: spatial audio, occlusion, implementation, and Perforce workflows for defence and public-safety clients.

Unity Steam Audio VR / AR Spatial Audio
ML Audio 2025 - Present

Transientica

A rhythm game you play with your mouth. The first Python/SVM prototype reached 45ms and 92% accuracy; the current Unity rebuild uses a pure C# KNN classifier and a pre-allocated audio path.

Machine Learning Python Unity DSP
Game Audio 2025

Not Today, Darling!

Four grandmas racing for inheritance. I was the only audio person. Built procedural engines in MetaSounds, then tuned a 32-source split-screen mix so player karts, power-ups, and crashes stayed readable.

MetaSounds Unreal Engine Multiplayer Racing
Research 2025

AI Audio Research

Bachelor thesis. I asked whether generated SFX can meet a game feedback budget. Raw generation was too slow for immediate playback, so the practical path was pre-generation plus caching.

Research Machine Learning Python Real-time
AudioQ plugin
VST3 Plugin 2024-2025

AudioQ

Sampler plugin I built in C++/JUCE because I kept chaining three plugins to do one thing. Granular, filters, compressor, bitcrusher, stutter, reverse - 18 automatable parameters. Open source.

VST3 C++ JUCE 8 DSP
Sound Design 2024

Amorak

Horror animation. The creature needed to sound massive. I stacked a lion, elephant, tiger, and hippo, pitched them down, and mixed the creature and basement layers in binaural 3D so the threat sits behind you in headphones.

Sound Design Horror Creature Design Spatial Audio
Animation 2024

Akantilado

Two cats chasing a golden orb through a jungle. Solo sound designer. 200+ custom foley samples, 5 ambience layers, delivered in both stereo and 5.1 surround. Key paw hits synced frame by frame.

Foley 5.1 Surround Animation Reaper
Horror Game 2024

Pause & Deserve

Each pause freezes the enemy for 5 seconds, then makes it permanently faster. As the threat ramps up, the forest layers and off-screen cues intensify. Built solo in 8 weeks to learn Unreal.

Horror MetaSounds UE5 Adaptive Audio
Film Sound Design 2024

Richter

Student earthquake film. No commercial sound libraries allowed. I walked around with a Zoom H6 recording campus surface textures, stretched foley into drones, and spent a full day on EQ automation because the quake rumble kept masking the dialogue.

Sound Design Field Recording Dialogue Mix
Animation 2024

Ray Animation

The composer dropped out 8 days before the cinema screening. I wrote a disco-funk score from scratch and synced the key hits to Ray's choreography for the final DAE cinema cut.

Music Composition Animation Funk
Sound Design 2024

Sound Design Reel

Mute the original. Rebuild the core redesigns from recordings, synthesis, and non-commercial sources. Four game audio redesigns: God of War combat, Baldur's Gate 3 spells, weapon sounds, and sci-fi environments.

Sound Design Reaper Field Recording Foley
Middleware 2021-2024

Wwise Projects

Three solo school projects solving practical Wwise problems: 256-voice prioritization in a zombie shooter, zone-based crossfades for a platformer, and Android memory work where replacing quiet placeholder files with Wwise Silence cut those assets by 80%.

Wwise Unity SoundBanks Optimization
Dev Tool 2024-2025

Wwise UE Fixer

Perforce syncs kept leaving Shadow Frames silent. I automated the repair path: check Wwise references, restore config, back up first, and cut a 20-minute manual fix to a roughly 10-second button press.

Python Wwise Unreal Engine Perforce
Dev Tool 2024

UE Rebuilder

One-click Unreal cleanup for stale Binaries, Intermediate, Saved, and DerivedDataCache folders. It archives source folders first, regenerates project files, and makes cache bloat visible.

Batch Script Python UE4 / UE5 Automation

Skills

Game Audio

  • Interactive music in Wwise, with FMOD familiarity
  • Middleware integration and debugging
  • Unity & Unreal Engine
  • Adaptive audio
  • MetaSounds (UE5)
  • Spatial audio / 3D audio
  • Voice management & optimization
  • Memory budget management

Production

  • Music composition
  • Sound design
  • Mixing & mastering
  • Field recording
  • Foley work
  • 5.1 surround mixing
  • Horror sound design

Development

  • Real-time DSP
  • Python audio tools
  • C# scripting (Unity)
  • C++ (JUCE framework)
  • Audio plugins (VST)
  • Machine Learning for audio
  • Blueprint scripting (UE5)

Tools

Wwise Advanced
FMOD Familiar
MetaSounds Advanced
Unreal Engine 5 Advanced
Unity Proficient
Reaper Expert
Pro Tools Advanced
Logic Pro Advanced
Python Advanced
C# Proficient
Blueprints Advanced
C++ Intermediate
Max/MSP Proficient
iZotope RX Advanced
FabFilter Suite Advanced
JUCE Intermediate

Contact

Let's make it
sound right.

Game audio, implementation, tooling, and technical sound design for teams that need sound to behave inside the game, not just sit on top of it.

Open to new opportunities

Currently at XR Labs
EU passport - can relocate
Remote work OK

EN (fluent) / PL (native)