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.

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


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

DEAD ISLAND 2: NEIGHBORHOOD WATCH

ROLE: Senior Sound Designer

2024 – PC, PS5, PS4, Xbox SX, Xbox One

  • Asset Creation & Implementation
  • Music Design
  • Live Game Development

CHORUS

ROLE: Full production sound designer

2021 – PC, PS5, PS4, Xbox SX, Xbox One, Stadia

  • Asset Creation & Implementation
  • System Design
  • Voice Pipeline

PROJECT: BLACK

Role: Supervising Lead Sound Designer

Fishlabs – CANCELED – PC, PS5, XSX

  • Supervising Sound Designer
  • Audio tool solutions and development pipelines
  • 3D Audio Development

ABSOLUTE: MATTER

ROLE: Audio Director

Tool1 – In Development – PC

  • Audio Direction
  • Prototype Design
  • Trailer Design

FARMERAMA

ROLE: Sound Designer

Bigpoint – 2014

  • Sound Design
  • TV-Spot Design

Why I
think
different

FULL
PICTURE

HANDS
ON

WHAT
MATTERS

less noise, more emotion


“His impact on helping to shape the audio vision for Fishlabs cannot be emphasized enough. Another strength he 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


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

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