Interactive Game Audio Design

I am a specialist in interactive game audio. I like working in a team on complex projects and always push to the limit of what is possible and constantly reinvent myself both artistically and technologically.

Feature Film and Documentary

Sound design is not just half the experience, but always a essential part of the story. With the language of sound and music, you can bring characters to life and communicate with the listener in a way that will show him emotions or places beyond the visual.

Sound Effects, Libraries & Foley

Im always on the hunt for new evocative SFX. Almost every sonically interesting objects that surrounds me has the potential to be recorded. Im constantly developing and refining recording techniques and sound performances and thinking about the best way to categorize the assets that are added constantly to my personal sound library. 

Nature Sounds and Ambiences

The natural ambiences for my libraries portrait old species-rich deciduous, coniferous and mixed forests, huge wetlands which extend over a beautiful lake and moor landscape, as well as open woodlands, secondary pine forests and wild sunny mea- dow valleys.


SOUND DESIGN FOR YOUR MEDIA PRODUCTION

 



© All rights reserved on the respective logos and trademarks by Crytek 2018.

© All rights reserved on the respective logos and trademarks by Hochschule Darmstadt 2018.

© All rights reserved on the respective logos and trademarks by Hochschule für Gestaltung Offenbach  2018.

© All rights reserved on the respective logos and trademarks by Filmakademie Baden-Würtemberg 2018.

Im a Sound Designer from Germany specialized in interactive and game audio. In my Bachelor Project I developed as an early developer a 3D-audio-production-pileline for a VR-Experience for the Oculus Rift platform. In 2017 I started working in the game industry where I worked on Cryteks Hunt: The Showdown. I've also been involved in short films and feature films, as well as been recording evocative SFX, ambiences and foley performances. On other occasions I was working in post  providing mix-downs for the cinema. Apart from that I have been working as an audio engineer in broadcast on set providing mission critical audio support for live sport events and tv-shows. I have started to produce my own SFX libraries lately and written articles of my work for microphone manufactures like "Lewitt".