Game Audio – Sound Design – Commercial Audio

PHILOSOPHY

PHILOSOPHY

Every game has a voice.
I want to help you find yours.

My goal:
find the essential, remove the unnecessary, and squeeze the juice out of every idea.

I’m Philipp, audio designer from Hamburg, Germany, focused on creating memorable game experiences through sound.

Since 2013, I’ve been shaping interactive worlds through sound design, audio systems, and creative direction.

I’ve worked with teams of different sizes, from small productions to large game projects, helping explore ideas into immersive experiences.

DEAD ISLAND 2: NEIGHBORHOOD WATCH

Senior Sound Designer

Developer: Dambuster Studios

Teamsize: 2
Year: 2024
Plattform: PC, PS5 & 4, XSX, Xbox One

Asset Creation & Implementation

Music Design

Live Game Development

Chorus

Full Production Sound Designer

Developer: Fishlabs

Teamsize: 2

Year: 2021

Plattform: PC, PS5 & 4, XSX, Xbox One, Stadia

Asset Creation & Implementation

Performance Optimization

Voice Pipeline

System Design

Project Black

Supervising Lead Sound Designer

Developer: Fishlabs

Teamsize: 6

Year: 2024 – Canceled

Plattform: PC, PS5, XSX

Supervising Sound Designer

Audio Tool Solutions & Development Pipelines
3D Audio Development

Absolute: Matter

Audio Director

Developer: Tool1
Teamsize: 1

Year: In Development

Plattform: PC

Audio Direction

Prototype Design

Trailer Design

Farmerama

Sound Designer

Developer: Bigpoint

Teamsize: 3

Year: 2014

Plattform: Browser

Sound Design

TV-Spot Design

PHILOSOPHY

portrait of philipp smiling into the camera. The whole picture is lighted red

Every game has a voice.
I want to help you it find yours.

The goal: find the essential, remove the unnecessary, and squeeze the juice out of every idea.

I’m Philipp, audio designer from Hamburg, Germany, focused on creating memorable game experiences through sound.

Since 2013, I’ve been shaping interactive worlds through sound design, audio systems, and creative direction.

I’ve worked with teams of different sizes, from small productions to large game projects, helping explore ideas into immersive experiences.

My Services

My Services

My Services

SOUND DESIGN

I create and polish game audio across SFX, UI, weapons, creatures, environments, ambience and more. From a handful of assets to a full milestone, I’m happy to get hands-on.

SFX · Weapons · Creatures · Prototyping · Polish


Audio Implementation

I get the sounds into the game and make them behave the way they should. UE, Wwise, FMOD, interactive systems, states, whatever is needed to make the audio work.

Wwise · FMOD · Unreal · MetaSounds · Blueprints · System-design


AUDIO DIRECTION

I help figure out what the game should sound like and where the audio effort actually matters. This can range from early prototypes and audio reviews to production planning, prioritisation and guiding the audio from first idea to release.

Audio direction · Sonic identity · Prototyping · Audio reviews


BEYOND GAMES

I also do sound for film, advertising, social media, podcasts and other creative projects. Different formats, same approach: good sound, hands-on work and the right amount of effort for the project.

Linear Media Sound Design · Advertising · Social Content · Podcasts



He is a super talented and passionate person and I learned a lot about tools and unconventional approaches he came up with.

Studio Audio Director, Guerilla


“A strength Philipp cultivated and brought to the five-person strong audio crew was he created a safe and open-minded space. He’s a genuinely cool guy who consistently makes the daily lives of his team members easier.”

Audio Director, Fishlabs


“Philipp belongs to the rare breed of individuals who exhibit a profound passion for their work, with an innate talent for capturing the essence of a game and articulating it precisely through both technical and creative dimensions.”

Producer, Fishlabs

My Services

SOUND DESIGN

I create and polish game audio across SFX, UI, weapons, creatures, environments, ambience and more. From a handful of assets to a full milestone, I’m happy to get hands-on.

SFX · Weapons · Creatures · Prototyping · Polish


Implementation & System Design

I get the sounds into the game and make them behave the way they should. UE, Wwise, FMOD, interactive systems, states, whatever is needed to make the audio work.

Wwise · Fmod · Unreal · MetaSounds · Blueprints · Systemdesign


AUDIO DIRECTION

I help figure out what the game should sound like and where the audio effort actually matters. This can range from early prototypes and audio reviews to production planning, prioritisation and guiding the audio from first idea to release.

Audio direction · Sonic identity · Prototyping · Audio reviews


BEYOND GAMES

I also do sound for film, advertising, social media, podcasts and other creative projects. Different formats, same approach: good sound, hands-on work and the right amount of effort for the project.

Linear Media Sound Design · Advertising · Social Content · Podcasts


less noise, more emotion

Why I
think
different

FULL
PICTURE

HANDS
ON

WHAT
MATTERS

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