SQUEEZE THE JUICE

Game Audio – Sound Design – Commercial Audio

PHILOSOPHY

  • Sound Design
  • Audio Direction
  • System & Pipeline Design
  • Technical Implementation

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 turn ideas into immersive experiences.

Sound is more than decoration. It is part of how players understand, feel, and remember your game.

Audio supports the emotion of a moment, gives a world depth and creates a important layer of information from gameplay.


My approach is to find the essence of a project and amplify it through sound. Whether it’s a single creature, an environment, or an full audio system, every element should serve the experience.

Full Audio Production


Asset Design


Asset Implementation




3D-Audio Pipeline


Foley Recording


Commercials

Sound Design to Video


Dolby Atmos Mixing


Post-Production





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

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

What do you do, when life gives you lemons?

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