I record my own sources, design the sound, write the score, then wire everything into FMOD and Unity so it reacts to what's on screen — not just loops in the background.
I record, design and score the audio, then wire it into the engine myself, so it reacts to the player and not a fixed timeline.
Sound design · Music · Field recording · Synthesis · Interactive music · FMOD / Unity · Adaptive systems · Foley
I record real sources in the field and build sounds from synthesis, so the palette is mine and not a stock library everyone else uses.
Sound design, foley and music, written around what each scene actually needs rather than dropped on top of it.
FMOD and Unity: parameters, states and middleware so the audio reacts to gameplay in real time, not on a fixed timeline.

I'm based in Aalborg, Denmark, working on games, animation and film. I like getting out to record real sources, then building audio that responds to the player.
Commercial spot, a game jam on a tight deadline, or a full systemic build, the aim stays the same: audio that fits so well you stop noticing it's there.
Games, film, ads, sound packs. Tell me what you're making and I'll tell you how I can help.
Prefer email? Write to hello@example.com