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.
Shadow Frames Audio guides players to anomalies without on-screen markers.
Selected work
Shadow Frames
A UE5 horror game where players find visual anomalies by listening. I was the sole audio designer and connected Wwise to Unreal for all gameplay audio.
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 made in Unity. I handle 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 the C# system that tells 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 stays readable under a 32-source limit.
AI Audio Research
A UE5 and Python prototype measuring whether generated sound can respond fast enough for gameplay. The result uses pre-generation, caching and a procedural fallback.
AutoTrim Exporter
A REAPER tool I built to collect layered sounds from one selection, trim the processed render and export named 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, I handle 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 have a twelve-year background in classical piano. I am open to technical sound design and game audio implementation roles.







