Audio Designer & Implementer with experience leading and delivering full audio pipelines for indie game projects, from high-level creative direction to final in-engine implementation. Skilled in FMOD Studio, Audiokinetic Wwise, Unity (C#), Unreal Engine (Blueprints), and REAPER. Proven ability to design and implement complex, dynamic audio systems. Systems include adaptive music, environmental audio, and interactive sound mechanics. Consistently maintains high standards of quality and performance. Experienced in audio implementation, music composition, sound design, dynamic mixing, audio pipeline creation, and trailer audio production. Recognized for leadership and collaboration across multidisciplinary teams, including creating audio pipelines, coordinating with clients, and mentoring small audio teams. Delivered large-scale asset creation (500+ sounds on a single title) and built scalable systems such as procedural footsteps, dynamic reverb, and adaptive music. --- **Employment and project experience** **Audio Lead**, Zero State Agent, *Fortress Games* _January 2022 - present_ **Audio Lead**, Computer Repair Simulator, *Those Cool Dudes* _August 2025 - September 2025_

Kyle Waldon

Audio Designer & Implementer with experience leading and delivering full audio pipelines for indie game projects, from high-level creative direction to final in-engine implementation. Skilled in FMOD Studio, Audiokinetic Wwise, Unity (C#), Unreal Engine (Blueprints), and REAPER. Proven ability to design and implement complex, dynamic audio systems. Systems include adaptive music, environmental audio, and interactive sound mechanics. Consistently maintains high standards of quality and performance. Experienced in audio implementation, music composition, sound design, dynamic mixing, audio pipeline creation, and trailer audio production. Recognized for leadership and collaboration across multidisciplinary teams, including creating audio pipelines, coordinating with clients, and mentoring small audio teams. Delivered large-scale asset creation (500+ sounds on a single title) and built scalable systems such as procedural footsteps, dynamic reverb, and adaptive music. --- **Employment and project experience** **Audio Lead**, Zero State Agent, *Fortress Games* _January 2022 - present_ **Audio Lead**, Computer Repair Simulator, *Those Cool Dudes* _August 2025 - September 2025_

Available to hire

Audio Designer & Implementer with experience leading and delivering full audio pipelines for indie game projects, from high-level creative direction to final in-engine implementation. Skilled in FMOD Studio, Audiokinetic Wwise, Unity (C#), Unreal Engine (Blueprints), and REAPER.

Proven ability to design and implement complex, dynamic audio systems. Systems include adaptive music, environmental audio, and interactive sound mechanics. Consistently maintains high standards of quality and performance. Experienced in audio implementation, music composition, sound design, dynamic mixing, audio pipeline creation, and trailer audio production.

Recognized for leadership and collaboration across multidisciplinary teams, including creating audio pipelines, coordinating with clients, and mentoring small audio teams. Delivered large-scale asset creation (500+ sounds on a single title) and built scalable systems such as procedural footsteps, dynamic reverb, and adaptive music.


Employment and project experience

Audio Lead, Zero State Agent, Fortress Games
January 2022 - present

Audio Lead, Computer Repair Simulator, Those Cool Dudes
August 2025 - September 2025

See more

Experience Level

Expert
Expert
Expert
Expert
Intermediate

Language

English
Fluent
Swedish
Intermediate

Work Experience

Audio Lead at Fortress Games
January 6, 2022 - Present
Responsible for the entire audio pipeline, from conceptualization to implementation. Collaborated with 9 other team members to ensure consistent feel and quality. Composed four music cues, designed 500+ sounds, and implemented many audio systems. Implemented systems include dynamic ambience and reverb systems, footstep sounds. Used Unity and FMOD for the implementation, and Reaper for all sounds and music. Upcoming release on Steam
Audio Lead at Those Cool Dudes
August 6, 2025 - September 8, 2025
Responsible for the entire audio pipeline, from conceptualization to implementation. Worked with 2 other team members to complete the project over the IndieCade Summer game jam and polish it after for a 1.0 release. Composed one music cue, all sounds, and implemented the audio systems. Implemented systems include speed-based volume and random containers. This audio system is an upgrade of an ecosystem developed over multiple for use in WebGL titles. Used Unity for the implementation, and Reaper for all sounds and music. Released on Newgrounds.
Composer at Autumn Arcade
June 1, 2024 - June 8, 2024
Responsible for composing one layered music cue. Worked with the client to ensure the music fit the game and met their standards. Composed music cue with 3 layers: Base, Sailing, and Action. Each layer was meant to play when a corresponding game action took place. Released on Steam.

Education

Bachelor of Music at MacEwan University
September 4, 2012 - May 18, 2016
Learned advanced musical and performance techniques on the trombone. Studied music theory, arrangement, and performance.

Qualifications

Level 3 Wizard
October 15, 2020 - January 20, 2021
A program set up like a guided indie-studio experience by the Indie Game Academy. Was part of Cohort 0, and was placed on a team of 6 members for this 3 month course. Learned team collaboration, business, and a lot about the game making pipeline.

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper Airwiggles Implementournament (Unreal Engine 5 (PC), Wwise)


    all audio in the above video is done by me, and is played back in real time from the game


    Quick Info:

    • Role: Project Lead
    • Team Size: 1 (solo project)
    • Tools: Unreal Engine 5, Wwise, Reaper
    • Tasks: Dynamic Mixing, Audio Implementation, Sound Design
    • Released: itch.io, Sep 2, 2025
    • [Play Project]

    The goal of this project was to improve Wwise and Unreal skills, with a focus on dynamic mixing.

    Based on the Implementournament competition hosted by Airwiggles. Was provided the project without any sound and was required to hook up all sounds and additional features. Designed and implemented all sounds using Reaper, Unreal Engine 5, and Wwise.

    Dynamic Mixing

    The focus of this project was to practice my dynamic mixing skills. Dynamic mixing refers to the technique of changing volumes and the frequency information of individual sounds in order to create a clear, cohesive, and immersive experience (mix) for the player in real time. To achieve this task I employed ducking, eq ducking, and distance curves in Wwise.

    Audio Implementation

    Implemented all sounds using Unreal blueprints and Wwise events. Features include an Asteroid Distance detector for asteroid flybys, a gun heat variable that controls the gun sound, and engine speed variable that controls the sound of the engine.

    Sound Design

    Designed all sounds using both self-recorded sounds and edited sounds from sound libraries. As the goal of this project was to learn more about dynamic mixing, the sounds themselves are more basic than in other projects.

    paper Computer Repair Simulator (Unity (WebGL))


    all audio in the above video is done by me, and is played back in real time from the game


    Quick Info:

    • Role: Audio Lead
    • Team Size: 3
    • Tools: Unity, Reaper
    • Tasks: Music Composition, Audio Implementation, Sound Design
    • Release: Newgrounds, Sep 8, 2025
    • Play game

    Was the audio person for the team during the IndieCritical Summer Game Jam. After the jam we decided to polish the game and release it on Newgrounds. Was responsible for all aspects of the audio. This title still gets 50+ plays a week on itch.io.

    Audio Implementation

    Upgraded an audio system created for a previous title to better work for WebGL applications. Added systems such as:

    • Speed Based Volume
      Changing the volume of an Audio Source based on the speed of the Game Object. Used for the sound of covers sliding, so that it can match how fast the player is moving the given object
    • Object Pooling
      A common feature of other game development systems, using object pooling for Audio Sources and Objects keeps the audio system performant regardless of the platform, and how many sounds are playing at once.

    Sound Design

    Created all sound effects for the project, from object interactions to creature sounds. Recorded many of the sounds, using Reaper and my own sound libraries to fill the gaps. Responsible for matching the overall creative design of the game.

    Music Composition

    Composed the music for the title. The goal was to create a spooky and weird atmosphere for the game.

    paper Zero State Agent (Unity (PC), FMOD)


    all audio in the above video is done by me


    Quick Info:

    • Role: Audio Lead
    • Team Size: 10
    • Tools: Unity, FMOD, Reaper
    • Tasks: Audio Conceptualization, Music Composition, Sound Design, Audio Implementation, Trailer Audio Design
    • Release: Upcoming release on Steam (active development)
    • Learn More

    Responsible for all parts of the audio pipeline, from high-level conceptualization to every sound effect. Collaborate with other developers and programmers, and contribute to the game directly using GitHub. An ongoing project, I have been involved in this title since 2020. As the only audio specialist on this project, I have produced all music, designed all sound effects, and implemented most systems that touch sound in the game code.

    Audio Implementation

    Implemented all sounds and music within the Unity game engine, using FMOD as middleware. I have designed and implemented many audio systems for the title, including:

    • Environment Query System
      This system queries the area around the player, collecting data about the player’s surroundings. This data is sent to the Ambience System, and to drive the dynamic reverb system.
    • Ambience System
      Using data sent from the Environment Query System, the ambience system filters this information, using it to play correct sounds in correct places, like a bird chirping in a tree, or a cricket chirping in the grass.
    • Reverb System
      Using information from the Environment Query System, this dynamic reverb changes the reverb for the diegetic sounds in the game, increasing the immersion.

    Sound Design

    Created over 500 unique and layered sound effects for this title. Responsible for creating and sourcing all sound effects. Effects range from layered gun noises, UI sounds, surface hit sweeteners, to various ambience sounds. I employ many techniques in FMOD to make the sounds as interesting as possible without breaking immersion. As a realistic open-world game, maintaining a high quality over many different sounds is paramount to not break the realism and immersion of the gameplay.

    Music Composition

    Composed and produced a dynamic musical system that employs 4 musical cues, or songs. Each layer represents a rising level of tension within the game. The system switches dynamically between these states dynamically using bespoke transitions and logic set in FMOD.

    Trailer Scoring and Audio Design

    I have scored and done the audio design for 3 trailers for this title. Each one required working closely with the Creative Director and Trailer Editor to ensure each trailer was as high quality as possible. Visit the Fortress Games Youtube channel to see all trailers.

    paper Sea of Change (Composer)


    all music in the above video was composed and produced by me, and is played back in real time from the game


    Quick Info:

    • Role: Audio Music Composer
    • Team Size: 2
    • Tools: Reaper
    • Tasks: Music Composition
    • Released: Steam, Jun 8, 2024
    • Play Game

    Composed music in a three tiered way: one layer for building, one for sailing, and one for fighting. Collaborated with the creative director to ensure that the music fit the overall feeling and style he was trying to achieve for the game.

    Music Composition

    Composed the music such that the Base layer would always be playing, but when the player started another action the corresponding layer would be added. If the player was sailing, then the Sailing layer would play over the Base layer. Likewise, the Action layer would play over the Base layer if the player was fighting enemies on the island.

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