Johannes Wagner
Audio Design
Reel
Projects
Redesigns
About

Game Audio Showreel

Game Audio Showreel

Baldur's Gate 3

Sound Designer | Larian Studios | Wwise

10 Years Of Sound Research - Reel

Installation | Performance | Exploration

Baldur's Gate 3 - Long Reel

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

Music and Tracks (2013-...)

Collection of electronic music tracks, experimental pieces for theater, ambient music, and more recently, live audiovisual performances.

myzaehl

MYZAEHL

Dance Theater Piece

MYZAEHL

Type: Dance Theater Piece

Role: Sound Design & Live Performance

Interactive audiovisual performance combining dance, sculpture, and live sound manipulation.

Tiefer im Wald

Tiefer im Wald

8.1 Surround Audio Exhibition

Tiefer im Wald

Type: 8.1 Surround Audio Exhibition

Role: Soundscape Design & Spatial Audio

Immersive forest soundscape installation using 8.1 surround sound technology.

Super Intitiative

Super Intitiative

Videography

Super Intitiative

Type: Videography

Role: Audio Post-Production

Audio production and sound design for videography projects.

Ubisoft Bluebyte GmbH

Ubisoft Bluebyte GmbH

Technical Audio Design

Ubisoft Bluebyte GmbH

Type: Unannounced Project

Role: Technical Audio Designer

Technical audio implementation and sound design for upcoming AAA title.

Decompulse

Decompulse

Interactive Dance Performance

Decompulse

Type: Interactive Dance Performance

Role: Setup Interactive System for dancer

Audio system responding to dancer movement and interaction.

Fullaverde Gelsenspray

Fullaverde Gelsenspray

Sounddesign

Fullaverde Gelsenspray

Type: Commercial Sound Design

Role: Sound Designer

Sound design for product commercial and branding.

Constricted

Constricted

Soundtrack

Constricted

Type: Soundtrack

Role: Composer & Sound Designer

Original soundtrack composition and sound design.

Melk Machinen Orchester

Melk Machinen Orchester

Sound Performance

Melk Machinen Orchester

Type: Sound Performance

Role: Sound Artist

Using a microphoned milking machine for orchestra performance.

In Your Mine

In Your Mine

Videography

In Your Mine

Type: Videography

Role: Sound Designer & Mixer

Audio post-production for video project.

Yamandu Fuchs Quartett

Yamandu Fuchs Quartett

Recording and Mixing

Yamandu Fuchs Quartett

Type: Music Recording

Role: Recording & Mixing Engineer

Professional recording and mixing for jazz quartet.

Piaf

Piaf

Recording and Mixing

Piaf

Type: Theater Production

Role: Recording & Mixing Engineer

Audio recording and mixing for live music performance.

Straight Outta Tiroi

Straight Outta Tiroi

Music Production

Straight Outta Tiroi

Type: Music Production

Role: Producer & Engineer

Hip-hop track production and audio engineering.

Der Warst

Der Warst

On Set Recording, mixing assistant

Der Warst

Type: Film Production

Role: On-Set Recorder & Mixing Assistant

Location sound recording and post-production mixing.

Diane

Diane

SFX & Mixing

Diane

Type: Film Project

Role: SFX Designer & Mixer

Sound effects design and final mix for film production.

Chickerapy

Chickerapy

@instant36 Filmfestival

Chickerapy

Type: Short Film

Role: Sound Designer

On-Set Recording and sound design for instant36 film festival entry.

Ein Tag in Hallstatt

Ein Tag in Hallstatt

Documentary

Ein Tag in Hallstatt

Type: Documentary

Role: Sound Designer & Mixer

Complete audio post-production for documentary film.

Vibrate the Structure pt.2

Vibrate the Structure pt.2

Installation

Vibrate the Structure pt.2

Type: Sound Installation

Role: Sound Artist

Interactive sound installation exploring structural vibrations.

Vibrate the Structure pt.1

Vibrate the Structure pt.1

Audio workshop

Vibrate the Structure pt.1

Type: Audio Workshop

Role: Artist

Educational workshop on structural sound and vibration.

Anatomie Lavinia

Anatomie Lavinia

8.1 Music for Experimental Theater

Anatomie Lavinia

Type: Experimental Theater

Role: 8.1 Surround Composer

Original 8.1 surround music composition for experimental theater production.

ITS Campaign Spot

ITS Campaign Spot

Mixing

ITS Campaign Spot

Type: Commercial

Role: Mixing Engineer

Audio mixing for ITS promotional campaign.

Boos-Moog 5.1 Spot

Boos-Moog 5.1 Spot

Mixing for Cinema

Boos-Moog 5.1 Spot

Type: Cinema Commercial

Role: 5.1 Mixing Engineer

Surround sound mixing for cinema commercial.

Palfinger Erlebniswelt

Palfinger Erlebniswelt

Student concept pitch

Palfinger Erlebniswelt

Type: Concept Pitch

Role: Sound Designer

Audio concept design for student exhibition project.

Burning Princess

Burning Princess

SFX & Mixing

Burning Princess

Type: Short Film

Role: SFX Designer & Mixer

Sound effects design and mixing for short film.

Falkenflug (Videography)

Falkenflug (Videography)

Sound Design

Falkenflug (Videography)

Type: Videography

Role: Sound Designer

Sound design for nature videography project.

Punto Di Ritrovo

Punto Di Ritrovo

Animated Photography & Sound Collage

Punto Di Ritrovo

Type: Art Project

Role: Sound Artist

Sound collage composition for animated photography installation.

Red Bull Media House STV

Red Bull Media House STV

Trailer for On-Air-Promotion

Red Bull Media House STV

Type: Broadcast Trailer

Role: Sound Designer and Video Editor

Sound design for on-air promotional trailers.

Sprechen vom Nicht

Sprechen vom Nicht

Research and VR Project

Sprechen vom Nicht

Type: VR Research Project

Role: Spatial Audio Designer

Spatial audio design and research for VR experience.

Kalimba Kalimba

Kalimba Kalimba

Workshop with refugees

Kalimba Kalimba

Type: Community Workshop

Role: Workshop Leader

Carpentry Workshop for youth-institute holding workshop with immigrants.

A Thousand Steps

A Thousand Steps

Art exhibition

A Thousand Steps

Type: Art Exhibition

Role: Sound Installation Artist

Interactive sound installation for gallery exhibition.

3333th Birthday

3333th Birthday

Game Jam

3333th Birthday

Type: Game Jam

Role: Sound Designer

Audio design for game jam project within 48 hours.

Human Imprint in Sound Structure

Human Imprint in Sound Structure

Audio-visual experiments

Human Imprint in Sound Structure

Type: Experimental Art

Role: Sound Artist

Audio-visual experimentation exploring structural sound patterns.

QRV Film Experiment

QRV Film Experiment

Videography

QRV Film Experiment

Type: Experimental Film

Role: Sound Designer

Experimental sound design for art film project.

Natassi Eman - Witchen

Natassi Eman - Witchen

Live Performance

Natassi Eman - Witchen

Type: Live Music Performance

Role: Live Sound Engineer

Live sound mixing and audio engineering for performance.

FH-Salzburg @ GoTV

FH-Salzburg @ GoTV

Moderation of TV format

FH-Salzburg @ GoTV

Type: TV Production

Role: Moderator & Audio

On-camera moderation and audio production for TV format.

FH-Salzburg presents

FH-Salzburg presents

Sounddesign for Corporate Logo

FH-Salzburg presents

Type: Corporate Branding

Role: Sound Designer

Sonic branding and logo sound design for university.

Poetical Wondermachine

Poetical Wondermachine

Audio collage

Poetical Wondermachine

Type: Sound Art

Role: Sound Artist

Experimental audio collage composition and performance.

Redesign: Forza 5 / Hitman 3 / Chrono Odyssey / Creaks

Concept | 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.

Redesign: Lies of Pi

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

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

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.

Trailer Selection

Trailer editing & sounddesign

About me

Profile Picture

Soundbastler, digital architect, audio designer. Whatever you want to call it, I love shaping how games and soundscapes feel through sound. As a Wwise certified lecturer who has worked in different projects and teams, I know great sound comes from repeated iteration and careful attention to detail. I'm equally comfortable designing compelling audio and building the systems that bring it to life.


I thrive in jobs where I can use my skills for implementing and profiling game audio, preferably in Wwise. To come up with new ideas, I love to go on Sounddesign explorations, which means recording foleys, synthesizing or just playing around with scripted layering and unexpected patching in different audio applications like Reaper, Reaktor, Ableton, ...

CV - Highlights

  • Wwise, FMOD, Unity (C#), Unreal (BP+Metasounds), Divinity Engine, Snowdrop Engine
  • Worked with gameplay and audio programmers to optimize audio systems
  • Designed and implemented spatialized cinematics
  • Wwise-Trainer for University (101, 110, 135)
  • 300+ hours of in-class University lectures
  • Sound design for trailers, cutscenes, and live broadcasts
📄 Download CV

I worked with

Client List