Johannes Wagner
Audio Design
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CV

Baldur's Gate 3

Sound Designer | Larian Studios | Wwise

10 Years Of Sound Research

Installation | Performance | Exploration

Redesign: Lies of Pi (2025)

Concept | The Sword of P has charging capabilities, so it shouldn't sound like any ordinary sword nor like a scifi weapon. The hollow metal hit sound highlights the difficulty to penetrate the enemies armour.

Redesign: Ghostrunner 2 (2025)

Concept | The aesthetic vision was to create very nuanced and distinctly "lo-fi" sounding sfx for explosions and combat. The interaction with the environment aims instead to be realistic: padded ninja-steps, low-key level interactions to avoid fatigue, and to keep the space clear for sounds that carry information.

Redesign: Paper Mario - The Thousand Year Door, Nobody Saves The World (2024)

Concept | Limiting voice instances and using subtle variations avoid convoluted soundscapes. This is important, since in a game like Nobody Saves The World many events happen simultaneously. Paper Mario features synthesized and cartoonish sounds, with a focus on variety.

Baldur's Gate 3 (2023) - Reel

A collection of key cinematics I worked on | Chosen 3, Balduran’s Backstory, The Elderbrain, Final Scene - good ending

Redesign: Forza 5 / Hitman 3 / Chrono Odyssey / Creaks (2022)

I redesigned these games to showcase my ability to create realistic sounddesign. I focused on cadence and rhythm, instead of using bigger-than-life soundeffects, and working with pauses, pace and timing.

SFX for Trailer (2020)

RedBullMediaHouse - STV | Trailers for On-Air-Promotion | Video Editing | Sounddesign | Voice Editing

Music and Tracks (2013-2018)

I have produced drum-and-bass tracks, experimental pieces for theater, ambient music, and more recently, live audiovisual performances.

About me

After studying MultiMediaArt, I worked in sound design, on-location recording, and videography/editing, which led to a role as Video Editor at Red Bull Media House. In 2021 I transitioned into game audio, after completing the official Wwise courses, the Unity Junior Programmer Course and the UE4 Course "Ambient and Procedural Sound Design", where I made myself familiar with the built in Unreal Engine Audio System.
I then applied my skills at Ubisoft Bluebyte GmbH (remote) and Larian Studios (hybrid).

Since then, I designed interactive sound installations, became a Wwise Certified Trainer and lectured at the University of Applied Sciences Salzburg, teaching FMOD+Unity, Wwise, Unreal Audio and coach students on technical and creative workflows.

Beyond Work

I DJ experimental electronic music, primarily footwork induced jungle-noise-techno and take part in art projects, with artists from the fields of sound, visuals, performance, dance and theater.

Clients

I worked with / freelanced for

Client List

CV - Key Highlights

📄 Download Full CV (PDF)

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