I come into projects as Audio Lead – the person responsible for the decisions, direction, and quality of the audio layer.
Including:
My experience covers, among other things:
This is best seen in the projects where an existing system had to be sorted out – the ones where audio had already started to become a problem.
I have over 18 years of experience working with sound and music education, including 3+ years in game projects and audio implementation.
This is backed up by technical credentials:
This combination gives me a technical and musical foundation – but above all, a way of thinking about audio as part of the whole project, not an add-on.
Or: who I am inside a project
In practice, that means:
I don’t come into a project as someone who executes individual tasks. I come in as someone who sorts out how audio is being thought about.
It becomes one when:
❌ Audio starts blocking the team’s work.
❌ Problems only surface during testing.
❌ And fixes cost more than they should.
I come into projects as someone who:
✅ Audio doesn’t come back as a problem at later stages.
✅ The team doesn’t lose time putting out fires.
✅ And the game sounds the way it should – and lands that way with players.
I work from a professional, acoustically treated workstation, with the setup needed to operate in more demanding conditions (5.1, VR, and others).
I work across different environments (Pro Tools, Reaper, Nuendo, Logic), so I can adapt to the project’s pipeline instead of blocking it.
That lets me:
If you’re starting a project and want to avoid mistakes at the start, or you can feel that audio is starting to slip out of control,
this is the moment to get it in order.
Got a project where audio is starting to become a decision?
Let’s talk about how to get it sorted. Book a consultation.
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