About Me
Audio designer, composer, and developer specialized in interactive music systems, game audio implementation, and real-time DSP. Combining creative intuition with technical precision.
My Journey
My path into audio technology started with classical piano at age 6, where I learned discipline and musical structure. During high school, I discovered the mathematical beauty behind sound — how frequencies, harmonics, and digital signal processing could create entirely new sonic possibilities.
This led me to develop machine learning systems for real-time audio analysis (achieving 45ms latency), create custom DSP algorithms for spatial audio, and build interactive music systems that adapt to player behavior. Currently at DAE Belgium, I'm focusing on professional game audio integration, learning how to make audio systems that enhance gameplay and create emotional connections between players and virtual worlds.
What Drives Me
I believe great audio should feel magical to users while being robust under the hood. Every millisecond of latency matters when creating responsive systems. Every frequency band matters when crafting immersive soundscapes.
I'm passionate about bridging the gap between artistic vision and technical implementation — creating tools that let composers and designers focus on creativity while the technology handles the complexity. Whether it's real-time beat detection or designing adaptive music that seamlessly responds to gameplay, I'm driven by making the impossible feel effortless.
Education
- Howest — DAE
Game Development — Sound Integration (ongoing) - Bilingual High School
Maths & Physics (graduated) - State Music School
Classical Piano & Theory (graduated)
Audio Tools
- Middleware: Wwise, FMOD — Professional implementation
- Engines: Unreal Engine, Unity — Game integration
- Production: Reaper, Pro Tools, Logic Pro, Studio One
Development
- DSP & Audio: C++/JUCE for VST development
- Machine Learning: Real-time audio classification (45ms latency)
- Systems: Python, C#, scripting for automation