JM

Joe Meiners

Available to hire

I’m a senior technical audio specialist and sound designer with over a decade of experience across games, interactive media, and professional audio production.

About

I’m a senior technical audio specialist and sound designer with over a decade of experience across games, interactive media, and professional audio production.

My career spans everything from sound design and recording for the BBC’s Doctor Who productions to leading audio development for commercially released VR, console, PC and mobile games.

I specialise in the space where audio and technology meet. I work with Wwise, Unity and Unreal Engine to design and implement interactive audio systems, develop custom tools and pipelines, solve complex technical problems, and optimise audio across platforms.

I’ve also led audio teams and worked closely with programmers, designers, artists, producers, voice talent and external studios to take projects from concept through to release.

Whether you need interactive sound design, Wwise implementation, technical audio, audio programming, pipeline development, or broader audio services, I bring both the creative and technical experience to get the job done.

  • Joined September 2026

Languages

  • EnglishFluent
  • FrenchIntermediate

Industry experience

  • Gaming
  • Media & Entertainment
  • Software & Internet
  • Education

Projects · 1

Lead Technical Sound Designer / Audio Department Lead Lucky VR / Lucky Logic — PokerStars VR / Vegas Infinite October 2022 – March 2026 Led audio development for PokerStars VR, later rebranded as Vegas Infinite, across PlayStation 5, PlayStation VR2, Meta Quest, PC, iOS and Android, supporting both VR and non-VR platforms. Led the audio department across concurrent projects, managing priorities, resources, budgets, schedules and deliverables. Designed and implemented interactive audio systems using Wwise and Unity, working closely with programmers, designers and artists. Developed custom C# tools and systems to improve audio workflows, performance and reliability. Built and maintained audio pipelines integrating Wwise, Unity Addressables and SoundBank management, reducing mobile installation size by approximately 30%. Developed systems for audio obstruction and occlusion, networked sound effects, spatial audio, voice communication, lip-sync and platform-specific audio behaviour. Implemented and optimised Vivox VoIP, including low-latency networked voice, audio routing and platform-specific microphone and Bluetooth behaviour. Worked extensively with PlayStation, Meta Quest, iOS, Android and PC platform requirements and technical constraints. Contributed regularly to the game's C# codebase, including code reviews, pull requests, testing, performance optimisation and garbage-collection reduction. Developed audio accessibility and player-facing features including EQ, Night Mode and mono VoIP settings. Coordinated voice recording and production, including casting, scripts, approvals, external voice actors and third-party vendors. Worked with player and game data, including SQL queries and databases, to support audio and gameplay-related development. Established documentation, coding standards and technical processes to improve consistency and collaboration across the development team. Coordinated cross-functional meetings, technical discussions, requirements and follow-up across audio, programming, design, production and external partners.

  • Audio Engineer
  • Game Developer
  • Programmer
  • +2

Work experience

Lead Technical Sound Designer / Developer · Lucky VRSep 2022 – Feb 2026 · 3 yrs 6 mos

Created and provided audio solutions for Vegas Infinite (formerly PokerStars VR) and other projects under the PokerStars brand. Architected a cross-platform audio ecosystem spanning PS5/PSVR2, Quest, Windows, iOS, and Android, with a focus on low-latency VoIP and networked SFX. Developed scalable obstruction/occlusion and spatial prioritization systems to maintain immersive audio across diverse hardware.

Lead Audio / Sound Designer · Prototype GamesSep 2021 – Oct 2022 · 1 yr 2 mos

Created VR RPG audio assets (SFX, music, VO) under tight budget constraints. Designed an adaptive music system featuring runtime layering and reactive transitions to match player interaction and gameplay pacing.

Sound Designer, Recording Engineer, & Composer · BBC / Big FinishJul 2014 – Aug 2021 · 7 yrs 2 mos

Delivered full audio production for approximately 40+ annual releases across major audio drama franchises. Credits include work for award-nominated and award-winning series such as Doctor Who, and Baker’s End (King of Cats), with extensive contributions to related productions. Work included recording ensemble casts, designed SFX, composing music, and creating final mixes and masters.

Education

FDA Music & Audio Production · Brighton University, UK2013 – 2017
BTEC Computer Science (Distinction) · Macsalls School, UK2030 – 2026
A-Level Music and Music Tech (Distinction) · Macsalls School, UK2030 – 2026
A-Level (Maxalls School, UK) · Macsalls School, UK2030 – 2026

Certifications and awards

Music & Audio Production (Brighton University, UK)2013 – 2017
Music and Music Tech (A-Level, Distinction)2030 – 2026
Computer Science (BTEC, Distinction)2030 – 2026

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