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 Zero State Agent


    all audio in the above video is done by me
    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.
    • Tree falling sounds
      This system is a dynamic system that changes depending on how fast the tree is falling, allowing for accurate tree falling noises no matter where or how the tree falls.
    • 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 3.5 musical cues, or songs. The first cue is the ‘Safe’ cue, played when the player is not engaged with enemies. There is an ‘Adventure’ layer (the .5 cue) that plays over the Safe cue to provide more variety during gameplay. 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.

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