WORK
Currently
- Researching how to create and use esp32 based, audio-reactive, addressable LED matrix contraptions for my audio/music projects.
- Prototyping some open source Unreal Engine 5 editor tools.
- Working on moving all my project repositories from Github to open source alternatives.
Lately
- Created Audio Debug Monitor for Godot 4, a real-time audio debugging tool with an Unreal Engine-like overlay. Features include automatic detection of all audio players, customizable on-screen display, and zero-configuration setup.
- Completed v2 of BrowserEQ, web extension supported by Ministry of Research and Education in Germany via Prototype Fund. Source code available on GitHub.
- Built and published an Unreal Engine 5 Code Plugin
- Gave a talk at Game Audio Conference Oslo
- Took part as one of the jury members in IRCAM's inaugural Generative Music Prize
- You can see a selection of recent projects below, or download my Audio or Tech CV.
2026
Hocket
Collaborative, live, creative coding in the browser, built on ATProto. Hocket is a fork of Flok that extends collaborative live coding with decentralized federation capabilities. Create algorithmic music and visuals in real-time with your friends, and persist, share, remix your creative sketches on the ATProtocol network. Built with React, TypeScript, Vite, TailwindCSS, and Radix UI. As it is currently under active development, and in beta phase, it is possible to encounter bugs.
2025
Biomechanoid Repair Shop
Was hired to design and implement an audio system in Godot for this game's playable build. I created the original sound design, edited temp music tracks, and scripted the interactive audio system and mix using C#.
Audio Debug Monitor for Godot
A real-time audio debugging tool for Godot 4 projects. As I worked on a new project based on Godot, I found myself missing UE5's audio debugging tools, so I coded one myself, to monitor all AudioStreamPlayer nodes in the game with a clean, customizable on-screen overlay.
BrowserEQ v2 (Supported by PrototypeFund)
My audio accessibility and enhancement focused browser extension, BrowserEQ was awarded a grant from Prototype Fund (supported by the German government) to upgrade it to a second version that uses modernized web technologies. It was chosen as one of the 25 projects to be supported among 328 applicants, and during the seven-month grant period, I worked on both upgrading the UI and implementing new features.
2024
Human Violins
Human Violins is a VR experience created and directed by Ioana Mischie, which explores the transformative power of music during one of the darkest moments in history. I was responsible for all Unreal Engine 5 technical audio development. Designing audio systems, developing blueprints, creating audio event hooks to the sequencer and the gameplay instance, in addition to implementing all sound assets created by the lead sound designer, according to their needs and instructions. Also designing all Unreal Engine 5 mixing pipeline, including Binaural audio and Resonance Plug-in implementation.
Midi Mix Control
Midi Mix Control is an Unreal Engine 5 plugin that leverages the Editor Utility Widget system. It allows a user to control their audio modulation mixes with their MIDI controllers while also providing a user-friendly interface that provides real-time feedback. For a detailed look at the architecture and use cases please visit the official documentation.
One Variable GmbH - Poststation UI
Worked on creating a front-end for the Poststation application, making API design decisions together with the product creator/owner, as the solo web developer on the project. Used Vue.js/Typescript for front-end, and Node.js for communication with the REST API built on top of Rust.
2022-2023
ZA/UM Studio - C4(Zero Parades), P1
Worked as an audio lead and audio systems designer for the (now cancelled) Disco Elysium sequel (using Unity + Wwise) and Pioneer One in Unreal Engine 5, consequently, I started working on Project C4 (now known as Zero Parades) during its initial conception and ideation phase, coming up with audio system design prototypes for the playables created with Wwise and Unity, creating, editing and implementing temp audio, music and interactive audio behavior. During my time at the studio, I also took part in implementing and documenting best practices in cross-collaborative teams from an audio context, and took part in hiring new personnel, while writing audio design documents, and sharing game audio processes with other departments for transparency and educational purposes.
K5 Factory - Oktoberfest VR
Worked on the official Oktoberfest VR Game supported by the Bavarian Government, as a technical sound designer. Worked with Unity, FMOD, Steam Audio and Google Resonance stack, to be shipped with Meta Quest 2 or later. I was responsible for creating, testing and implementing technical audio solutions, sound effects and music to be used in social VR.
“TIDES, OR AN INEVITABLE UNFOLDING”
Collaborated with sound artist Pedro Oliveira on a web-based piece for ZKM Karlsruhe, I was responsible for web audio conceptualization and implementation of the whole project.
Oak National Academy
As a frontend engineer I worked on improving the already available online classroom and teachers hub implementation, in close collaboration with design and UX teams. I also took part in implementing new features such as timed quizzes, and updating and refactoring the design system components for the government funded UK organization.
2021
Education Innovation Lab
Worked on the public workshop pages for the Digital Sparks web app, using the latest React.js features and modern CSS techniques, in addition to Docker, Mattermost, Peertube, and other technologies to create and enhance the online learning experience of our audience.
Draknek LTD
Re-design and development of the Draknek Limited website for Alan Hazelden.
2019-2020
Apple Inc.
I was responsible for rewriting a part of the developer documentation database which was based on React.js in Vue.js, in addition to working closely with the design and UX team on implementing new features for the SwiftUI Tutorials.
Prater Digital
Worked as the creative & technical director for the cultural office of Berlin, and designed and developed a WebVR room using Mozilla Hubs.