I help studios make better audio decisions to build juicy soundsscapes and audio systems to make their worlds feel alive.
I think loud on audio, emotions, storytelling, systems and tech, from first prototype to final mix.
i
am
your
audio
Partner
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.
What’s your audio problem?
our game sounds flat.
The project is there. The audio just isn’t matching it yet.
our game sounds flat.
We need
some SFX.
Weapons, creatures, environments, UI… Give us some sounds.
We need
some SFX.
WE’VE GOT SOUNDS.
NOW WHAT?
We have a prototype and some sounds, how can we play them?
WE’VE GOT SOUNDS.
NOW WHAT?
We’ve got audio.
but its broken.
Is your project lacking something? You dont quite feel it yet?
We’ve got audio.
but its broken.
We don’t know
what we need.
We have a prototype and a vision, but no idea of audio.
We don’t know
what we need.
We need someone
to own audio.
Nobody on the team has the time or expertise to take this on properly.
We need someone
to own audio.
What’s your audio problem?
our game sounds flat.
We need
SFX.
WE’VE GOT SOUNDS.
NOW WHAT?
We’ve got audio.
but its broken.
We don’t know
what we need.
We need someone
to own audio.
let’s make them
feel first

What can I take off your plate?
01
Make it
You need the sound design.
SFX · UI · Weapons · Creatures · Environments · Prototyping · Polish
02
SHAPE it
I help define the sonic direction, priorities and scope — from early prototypes to final polish.
Audio direction · Sonic identity · Prototyping · Audio reviews · Scope
03
WORK it
I handle implementation, interactive systems, middleware, workflows and the technical problems between sound design and the game.
Wwise · FMOD · Unreal · MetaSounds · Blueprints · Systems
04
BEYOND GAMES
I design audio.
Film · advertising · social content · podcasts ·

What can I take off your plate?
01
Make it
You need the sound design.
SFX · UI · Weapons · Creatures · Environments · Prototyping · Polish
02
SHAPE it
I help define the sonic direction, priorities and scope — from early prototypes to final polish.
Audio direction · Sonic identity · Prototyping · Audio reviews · Scope
03
WORK it
I handle implementation, interactive systems, middleware, workflows and the technical problems between sound design and the game.
Wwise · FMOD · Unreal · MetaSounds · Blueprints · Systems
04
BEYOND GAMES
I design audio.
Film · advertising · social content · podcasts ·
How I can help your project
Game Sound Design
Full Audio Production
Asset Design
Asset Implementation
Music Design & Integration
Mix & Master
3D-Audio Pipeline
Foley Recording
Certified in Wwise/Fmod/UE5
Audio Consulting for Solo-Devs & Indies
Audio Direction & Consulting
Sonic Identity
Audio Strategy Plan
Vertical Slice Audio Design
Steam Demo Audio Pass
Early Access Audio Update
Trailer Sound Design
Steam Page Trailer Sound Design
Announcement Trailer Sound Design
Sound Design
Sound Design to Video
Dolby Atmos Mixing
Post-Production
Voice Editing
Mixing
Podcast Production
Foley Recording
Why I
think
different

FULL
PICTURE
I look beyond the sound to understand what the project needs.

HANDS
ON
I don’t just talk about audio. I make it, build it and get it into the game.

WHAT
MATTERS
Not every project needs the same solution. I help you find the right one.
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
I’m Philipp. Let’s spill the juice!
Got an idea?
Fruits to juice?
Need another pair of ears?
You can 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.