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
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- 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]
all audio in the above video is done by me, and is played back in real time from the game
Quick Info:
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.
- Role: Audio Lead
- Team Size: 3
- Tools: Unity, Reaper
- Tasks: Music Composition, Audio Implementation, Sound Design
- Release: Newgrounds, Sep 8, 2025
- Play game
- 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.
all audio in the above video is done by me, and is played back in real time from the game
Quick Info:
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:
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.
- 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
- 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.
all audio in the above video is done by me
Quick Info:
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:
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.
- Role: Audio Music Composer
- Team Size: 2
- Tools: Reaper
- Tasks: Music Composition
- Released: Steam, Jun 8, 2024
- Play Game
all music in the above video was composed and produced by me, and is played back in real time from the game
Quick Info:
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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