About
I do game audio - everything from recording and editing sounds to implementing them in engines with middleware. Footsteps, weapons, UI, ambient, creatures, vehicles. If it makes a sound in a game, I've probably worked on something like it.
I'm finishing my Game Sound Integration degree at Digital Arts and Entertainment in Belgium, where the coursework splits between production (DAWs, recording, mixing) and integration (Wwise, FMOD, C++, Blueprints in Unreal and Unity). The technical side is what I keep coming back to - occlusion, raycasting, spatial audio. Making sound behave like it belongs in a physical space.
Right now I'm also at XR Labs, doing technical sound design for VR/AR training simulations. Police, military, customs - people training for real situations who need the audio to match.
Projects
Shadow Frames
Horror game set in a 1960s Irish pub. Something is wrong, and your ears are the only way to find it. No HUD, no markers. Just binaural audio and the question: was that sound always there?
XR Labs
Technical sound designer at XR Labs Belgium. Solo audio on VR/AR training simulations used by defence, federal police, and customs services.
Not Today, Darling!
Four grandmas racing for inheritance. I was the only audio person. Built procedural engines in MetaSounds, then spent a week making sure 4 players crashing at once doesn't turn to mud.
Transientica: AudioLab
A rhythm game you play with your mouth. Beatbox into the mic, the game recognizes what you did in 45ms. 92% accuracy. Trained an SVM on 2000+ samples of me making weird noises.
AI Audio Research
Bachelor thesis. I asked: can AI make game sounds on the fly? Tested 3 AI models, ran 600+ generations. The models are all too slow. But I found a caching trick that hides the wait.

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.
Amorak
Horror animation. The creature needed to sound massive. I stacked a lion, elephant, tiger, and hippo, pitched them all down, and mixed the whole thing in binaural 3D so it feels like it's behind you.
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. Every paw hit synced frame-by-frame.
Pause & Deserve
Pausing freezes the enemy. But every pause makes it permanently faster. The longer you wait to unpause, the more the ambient audio ramps up - drones get louder, heartbeat speeds up. Built solo in 8 weeks to learn Unreal.
Richter
Student earthquake film. No sound libraries allowed. I walked around with a Zoom H6 recording every surface I could find, stretched foley into drones, and spent a full day on EQ automation because the quake rumble kept burying the dialogue.
Ray Animation
The composer dropped out 8 days before the cinema screening. I wrote a disco-funk score from scratch, synced every hit to Ray's choreography. Standing ovation at the premiere.
Wwise Unreal Engine Fixer
After a Perforce pull, every Wwise actor goes silent. This tool scans for broken references and fixes them all. One click. Saves my team hours of manual file editing.
Unreal Engine Rebuilder
Linker errors at 11pm? One click: cleans Intermediate, Saved, regenerates project files, recompiles from scratch. Does in seconds what normally takes 15 minutes of cursing.
Sound Design Reel
Mute the original. Rebuild everything from scratch. Four game audio redesigns - God of War combat, Baldur's Gate 3 spells, weapon sounds, sci-fi environments. No library shortcuts, only my own recordings and processing.
Wwise Projects
Three solo school projects where I actually learned Wwise. Hit the 256 voice limit in a zombie shooter, built zone-based crossfades for a platformer, and squeezed audio onto a 2GB Android phone. 80% memory saved with the Silence plugin alone.
Skills
Game Audio
- Interactive music (Wwise/FMOD)
- Wwise & FMOD integration
- 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
Contact
together?
Open to new opportunities
EU passport - can relocate
Remote work OK
EN (fluent) / PL (native)