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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- 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.
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:
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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