Game audio portfolio
selected case studies |

This isn’t a list of projects. These are examples of situations where audio required a decision, structure, or a technical solution – and where that affected the quality of the game, the course of production, or the player experience.

You’ll find case studies here from areas like:

  • Audio strategy at the start of a project.
  • Audio middleware implementation.
  • VR and interactive audio.
  • Porting audio across platforms.
  • Audio QA and how the game is perceived.
  • Workflow and audio team development.

Different projects, the same goal: get audio in order so it supports the game instead of generating problems

In some projects, the issue is a lack of decisions at the start.

In others, it’s chaos during production, lack of cohesion between teams, or technology constraints.

The case studies below show what this looks like in practice:

  • What was the actual problem?
  • What decision or change was needed?
  • What did it bring to the project?

The project was starting without clear audio decisions

The studio was in pre-production and had to define how to approach audio in a new technology environment.

I analyzed the project’s needs and chose the right audio solution along with an implementation direction.

As a result, the project had a clear audio direction from day one and avoided costly changes mid-production.

Audio was present in the project, but lacked structure

The team was already working on the game, but audio wasn’t functioning as a coherent system supporting production and implementation.

I introduced a structured way of working with audio and a clear decision-making process.

Audio became an organized part of the process instead of a source of chaos and delays.

Audio wasn't working consistently across platforms

The project required moving the audio layer to other platforms without losing quality or the character of the sound.

I worked out how to translate and adapt audio across platforms despite the technology constraints.

This made it possible to keep audio cohesive across platforms without sacrificing quality.

The team wasn't sure whether the audio in the game was done well

The project was in testing, but lacked an expert evaluation of audio quality – both technically and in terms of how a player would receive it.

I ran an expert audio analysis and pointed out concrete areas that needed improvement.

As a result, the game stopped irritating players with its sound and started „working” better for them.

The VR project required a completely different approach to audio

Standard thinking about sound wasn’t enough in a VR environment, where audio has to react to movement, pace, and how the player interacts.

I designed an audio approach tailored to player interaction and behavior in VR.

As a result, audio actually increased immersion instead of breaking it.

The project needed AA / AAA audio quality, built with a console release in mind

The studio wanted to make use of 5.1 spatial audio and properly adapt the audio layer to different listening setups.

I designed a mix and playback system tailored to different hardware configurations.

As a result, audio sounded good on every setup – not just one specific configuration.

The studio wanted to grow its audio team without slowing down production

There was a need to onboard new people into game audio work so they would support the project rather than add to the chaos.

I built an onboarding and workflow process for trainees, based on tasks and feedback.

As a result, the team gained real support instead of additional workload.

The project had budget and a team, but a lack of decisions stalled its progress

In this mobile project, the problem wasn’t a lack of talent – it was a lack of ownership, trust, and a coherent direction.

I identified the absence of decision-making as the main blocker and defined a direction for what to do next.

This made one thing clear: without a single person owning audio, the project simply isn’t able to make good decisions.

Got a similar situation in your project?

If you’re at the point of making audio decisions, rolling out new solutions, or sorting out chaos in your project – this is usually a good moment to look at it more broadly.

Got a project where audio is starting to become a decision?
Let’s talk about how to get it sorted. Book a consultation.

Process

© 2026 Made by Prosto Pisane