Wwise · Unreal Engine 5 · MetaSounds
Contributing audio designer on Funcom's open-world survival MMO set in the Dune universe, embedded from YAGER Development as a co-development partner over 3+ years. Responsible for gameplay audio across multiple feature areas including abilities, impacts & explosions, player status effects, Spice Visions, tools & gadgets, melee weapons, and partial ranged weapons. Developed and refined systemic combat audio ensuring consistency, feedback clarity, and immersive player experience. Collaborated closely with gameplay, VFX, and tech teams, and designed voice prioritization strategies for high-density combat scenarios.
Creature and weapon foley sound design for the extraction shooter developed at YAGER.
Additional audio designer on the survival horror sequel. Contributed during the early stages of the project — setting up initial audio systems with FMOD and Unreal Engine 5, and delivering first sounds for weapons, player movement, ambiences, interactions, puzzles, and an initial pass on enemy audio.
Sound effects design for the VR combat action game Hellsweeper VR.
In-game and cinematic sound design for Roblox and Minecraft projects, delivering both interactive game audio and cinematic soundscapes.
Full sound design pipeline — creating sound effects, mixing and mastering, and implementing audio using the Godot Engine.
Game Audio Designer
Game Audio Designer based in Berlin, building immersive game audio experiences. I have experience working across the full game audio pipeline, from sound design to implementation using Wwise and Unreal Engine.
I have contributed to multiplayer projects, taking ownership of multiple feature areas throughout development. Accustomed to managing several workstreams simultaneously and collaborating closely with design and development teams.
Open to collaboration & new opportunities