Available for work
- Based in Netherlands
- Authorized to work in the EU
- Open to relocation
I build systems you can feel.
Audio programmer specializing in real-time audio systems, DSP, and data-oriented engine architecture. Experienced in shipping full game-audio implementations, building custom audio engines, and developing audio plugins. Comfortable moving between low-level systems work and creative sound design, with a focus on useful tools and cross-disciplinary collaboration.
Selected work
The work behind the feeling.
01
Technical Sound Designer
Adapta Solva
The follow-up of Adapta Solva Legacy, where I handled sound design, original music composition, FMOD implementation, and the organization of the game's audio pipeline alongside my studies.
02
Audio Programmer
High-performance Unity ECS Audio Pipeline
Designed and evaluated a custom data-oriented Unity audio system built with ECS and the Scriptable Audio Pipeline. And benchmarked it against the GameObject Audio Pipeline. The results of that show a clear performance benefit in my ECS-based audio pipeline. The game object-based system, runs max 255 looping voices at approximately 15% DSP CPU. While the ECS system plays the same voices at about 4% DSP CPU and can run many…
03
Technical Sound Designer
Into the Deep
Developed the core rhythm and dynamic music systems for Into the Deep, a top-down isometric rhythm-based roguelike where enemy behavior synchronizes with the music. Built the system in Unreal Engine using C++ and MetaSounds, exposed instrument-specific rhythm events to gameplay programmers, implemented adaptive music for boss encounters, designed and integrated sound effects, and contributed to the composition and mix.
How I work
Technical depth.
Creative instinct.
I move between audio code, engine integration and sound design. My broad experience helps me understand the full scope of audio implementation and create more effective solutions for the entire team.
Explore my rangeHave a project in mind?
Let’s make it sound right.