I help studios make better audio decisions.
Let’s build juicy soundscapes and make your world feel alive.
i
am
your
audio
Partner
PHILOSOPHY
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.
PHILOSOPHY
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.
What’s your audio problem?
OUR GAME SOUNDS FLAT!
The project is there. The audio just isn’t matching it yet.
We need some SFX!
Weapons, creatures, environments, UI… Give us some sounds.
We’ve got sounds. Now what?
We have a prototype and some sounds, how can we play them?
The audio we have is broken.
I am sure you tested it and it was working.
We dont know what we need!
Additional Texto
We need someone to own audio!
Additional Texto
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

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
Workpackage Examples

Audio Check
- Polish your sounds
- Balance Volume
- Suggest Strategy

Prototyping
- Create placeholder sounds to support basic gameplay
- Placeholder Implementation
- Sketching out possible ideas for needed systems

STEAM TRAILER
- Audio for your trailer
- Handcrafted Sound Design
- Matching Music
- Ready-to-Release-Quality

Vertical Slice Pass
- Shape the audiostyle to get an impression of final quality
- Create audio for main features
- Source and implement first drafts of music
- Voicefiles-placeholder
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
Example Workpackages
Audio Check
- Feedback & polish your sounds
- Small Reworks
- Balance Volumes
Prototyping
- Create placeholder sounds to support basic gameplay
- placeholder implementation
- Sketching out possible ideas for needed systems
Vertical Slice Pass
- Shape the audiostyle to get an impression of final quality
- Create audio for main features
- Source and implement first drafts of music
- Voicefiles-placeholder
CHORUS
2021 – PC, PS5, PS4, Xbox SX, Xbox One, Stadia
Full production sound designer
- Asset Creation & Implementation
- System Design
- Voice Pipeline
PROJECT: BLACK
Fishlabs – CANCELED – PC, PS5, XSX
Role: Supervising Lead Sound Designer
- Supervising Sound Designer
- Audio tool solutions and development pipelines
- 3D Audio Development
DEAD ISLAND 2: NEIGHBORHOOD WATCH
2024 – PC, PS5, PS4, Xbox SX, Xbox One
Role: Senior Sound Designer
- Asset Creation & Implementation
- Music Design
- Live Game Development
ABSOLUTE: MATTER
Tool1 – In Development – PC
Role: Audio Director
- Audio Direction
- Prototype Design
- Trailer Design
FARMERAMA
Bigpoint – 2014
Role: Sound Designer
- Sound Design
- TV-Spot Design
SHARDS OF WAR
Bigpoint – 2014
Role: Junior Sound Designer
- Asset Design
- Technical Implementation
Why I
think
different

FULL
PICTURE
I look beyond the sound to understand your project.

HANDS
ON
I make it, build it and get it into the game.

WHAT
MATTERS
I help you find the right solution for your project.
I’m Philipp. Let’s spill the juice!
Got an idea?
Fruits to juice?
Need another pair of ears?
You can absolutely contact me without having your sh*t figured out
Clarity.
less noise, more emotion
FAQs
Working together
What’s it like working with you?
I believe the best solutions come from asking the right questions before making decisions. Understanding the intention behind a feature or mechanic usually leads to better audio than jumping straight into production. My goal is to become a reliable creative partner who contributes ideas, communicates openly, and keeps things moving.
"(...) his positive attitude made a big impact on our studio culture at Fishlabs" -
Philipp Muckenfuss.
Do you work with indie studios?
Absolutely! Indie projects often require flexible audio support. I enjoy working closely with small teams where audio often is a defining part of the experience rather than just a production task. Whether you’re building a prototype, preparing for a milestone, or developing a complete audio foundation, I adapt to the needs and scale of your project.
Will I have to know exactly what I need?
It starts with a conversation, not a specification. You bring your project. You don’t need a finished brief to get in touch. Whether you have a clear vision or just an idea, we’ll start by talking about your project and your goals. From there, we’ll define the next steps together.
Can you join an existing development team?
Yes. I have worked both in-house and remotely as part of existing development teams. I adapt quickly to workflows and enjoy collaborating closely with designers. My experience includes supporting productions such as Dead Island 2, where integrating seamlessly into an already released game was essential.
How do you price projects?
Pricing depends on scope, timeline, responsibilities and the level of involvement required. After understanding the project, I can suggest the best approach and provide a clear estimate.
Audio & Production
What exactly do you do?
I help game studios shape their audio experience through direction, sound design, technical audio, and system design. From defining a game’s sonic identity to creating individual sounds or improving existing audio workflows, I support teams throughout the entire development process.
When should you be involved?
The earlier, the better.
Audio decisions influence much more than sound. They affect scope, player feedback, implementation, and even level design. That’s why I prefer being involved before those decisions become difficult to change.
I already have audio in my project. Is that problem?
Many teams I support already have established audio in their game. I integrate into existing pipelines, help solve specific challenges, expand content, or just provide additional hands ears without disrupting your team’s process
Can you help us implement our audio?
While I’m not replacing a programmer, I work comfortably at the intersection of creativity and technology. My strength is translating creative ideas into practical audio systems and collaborating closely with programmers to bring them to life. From designing tools used by non-audio-devs, blueprint-integration to complex system-design I am happy to bring my experience to your project.
What engines and audio tools do you work with?
I am Audiokinetic Wwise and Fmod certified and also work with Metasounds and Unreal Engine 4 & 5. I adapt the technical solution to fit the production, while matching the projects budget & needs, rather than forcing a specific workflow.
Practical
Do you work remotely?
I surely do work remotely. Yet, beeing an advocate for face-to-face-development, I like to know my team in person and I see a big improvement real-life-meetings and beers. I am based in Hamburg, Germany.
What if you can’t provide everything we need?
Game development is a team effort. If the project requires skills outside my expertise, I can connect you with trusted specialists from my trusted professional network, many if which I already worked with. I’d rather recommend the right person than pretend to be one.
What’s your audio problem?
our game sounds flat.
We need
some SFX.
We’ve got sounds.
Now what?
WE’VE GOT SOUNDS.
NOW WHAT?
We have a prototype and some sounds, how can we play them?
We’ve got audio.
but its broken.
We’ve got audio. but its broken.
Is your project lacking something? You dont quite feel it yet?
We don’t know
what we need.
We need someone
to own audio.
We need someone to own audio.
Nobody on the team has the time or expertise to take this on properly.