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
Type: Dance Theater Piece
Role: Sound Design & Live Performance
Interactive audiovisual performance combining dance, sculpture, and live sound manipulation.
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
Type: Videography
Role: Audio Post-Production
Audio production and sound design for videography projects.
Ubisoft Bluebyte GmbH
Type: Unannounced Project
Role: Technical Audio Designer
Technical audio implementation and sound design for upcoming AAA title.
Decompulse
Type: Interactive Dance Performance
Role: Setup Interactive System for dancer
Audio system responding to dancer movement and interaction.
Fullaverde Gelsenspray
Type: Commercial Sound Design
Role: Sound Designer
Sound design for product commercial and branding.
Constricted
Type: Soundtrack
Role: Composer & Sound Designer
Original soundtrack composition and sound design.
Melk Machinen Orchester
Type: Sound Performance
Role: Sound Artist
Using a microphoned milking machine for orchestra performance.
In Your Mine
Type: Videography
Role: Sound Designer & Mixer
Audio post-production for video project.
Yamandu Fuchs Quartett
Type: Music Recording
Role: Recording & Mixing Engineer
Professional recording and mixing for jazz quartet.
Piaf
Type: Theater Production
Role: Recording & Mixing Engineer
Audio recording and mixing for live music performance.
Straight Outta Tiroi
Type: Music Production
Role: Producer & Engineer
Hip-hop track production and audio engineering.
Der Warst
Type: Film Production
Role: On-Set Recorder & Mixing Assistant
Location sound recording and post-production mixing.
Diane
Type: Film Project
Role: SFX Designer & Mixer
Sound effects design and final mix for film production.
Chickerapy
Type: Short Film
Role: Sound Designer
On-Set Recording and sound design for instant36 film festival entry.
Ein Tag in Hallstatt
Type: Documentary
Role: Sound Designer & Mixer
Complete audio post-production for documentary film.
Vibrate the Structure pt.2
Type: Sound Installation
Role: Sound Artist
Interactive sound installation exploring structural vibrations.
Vibrate the Structure pt.1
Type: Audio Workshop
Role: Artist
Educational workshop on structural sound and vibration.
Anatomie Lavinia
Type: Experimental Theater
Role: 8.1 Surround Composer
Original 8.1 surround music composition for experimental theater production.
ITS Campaign Spot
Type: Commercial
Role: Mixing Engineer
Audio mixing for ITS promotional campaign.
Boos-Moog 5.1 Spot
Type: Cinema Commercial
Role: 5.1 Mixing Engineer
Surround sound mixing for cinema commercial.
Palfinger Erlebniswelt
Type: Concept Pitch
Role: Sound Designer
Audio concept design for student exhibition project.
Burning Princess
Type: Short Film
Role: SFX Designer & Mixer
Sound effects design and mixing for short film.
Falkenflug (Videography)
Type: Videography
Role: Sound Designer
Sound design for nature videography project.
Punto Di Ritrovo
Type: Art Project
Role: Sound Artist
Sound collage composition for animated photography installation.
Red Bull Media House STV
Type: Broadcast Trailer
Role: Sound Designer and Video Editor
Sound design for on-air promotional trailers.
Sprechen vom Nicht
Type: VR Research Project
Role: Spatial Audio Designer
Spatial audio design and research for VR experience.
Kalimba Kalimba
Type: Community Workshop
Role: Workshop Leader
Carpentry Workshop for youth-institute holding workshop with immigrants.
A Thousand Steps
Type: Art Exhibition
Role: Sound Installation Artist
Interactive sound installation for gallery exhibition.
3333th Birthday
Type: Game Jam
Role: Sound Designer
Audio design for game jam project within 48 hours.
Human Imprint in Sound Structure
Type: Experimental Art
Role: Sound Artist
Audio-visual experimentation exploring structural sound patterns.
QRV Film Experiment
Type: Experimental Film
Role: Sound Designer
Experimental sound design for art film project.
Natassi Eman - Witchen
Type: Live Music Performance
Role: Live Sound Engineer
Live sound mixing and audio engineering for performance.
FH-Salzburg @ GoTV
Type: TV Production
Role: Moderator & Audio
On-camera moderation and audio production for TV format.
FH-Salzburg presents
Type: Corporate Branding
Role: Sound Designer
Sonic branding and logo sound design for university.
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
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
I worked with