Joe Meiners
I'm a seasoned Technical Sound Designer and Audio Lead with 10+ years of experience shipping award-winning audio across VR, console, mobile, TV, and audio-drama platforms.
About
I’m a seasoned Technical Sound Designer and Audio Lead with 10+ years of experience shipping award-winning audio across VR, console, mobile, TV, and audio-drama platforms.
I’m an expert in architecting robust, scalable, object-oriented, data-driven audio systems, custom Wwise integrations, and immersive spatialisation pipelines. I lead cross-department initiatives, mentor peers, and elevate development pipelines through streamlined data-based frameworks for rapid, robust content delivery.
- 11 years' experience
- Joined March 2026
Skills· 14
Languages
- EnglishFluent
- FrenchIntermediate
Industry experience
- Gaming
- Media & Entertainment
- Software & Internet
- Professional Services
- Education
Work experience
Architected the industry's first unified cross-play audio ecosystem across PS5/PSVR2, Quest, Windows, iOS, and Android, enabling low-latency VoIP and SFX networking for seamless social play. Implemented custom Wwise–Unity integrations and an Addressables-backed audio pipeline to reduce memory footprint and enable async streaming. Developed scalable audio obstruction/occlusion and a dynamic audio settings suite, and led VoIP lip-sync, real-time positional audio, and focus-based prioritization for marquee collaborations.
Single-handedly created all audio (SFX, music, VO) for a VR RPG prototype. Engineered a dynamic music system with runtime layering and adaptive transitions, and developed procedural SFX drivers for VR interactions to deliver responsive immersion.
Delivered end-to-end audio for ~40+ releases annually across award-winning audio dramas (Doctor Who, Torchwood, Sherlock Holmes, Dracula). Managed dialogue recording with ensemble casts, bespoke SFX & music composition, multi-stage mixing, and final mastering.
Education
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