Game Audio: Showreels
Game Audio: in-engine and middleware
seound design and recording experiments
Other

Game audio showreels

Game audio showreel, 2025


Features 3 redesigns of Alan Wake 2, Dead Space (remake) and Star Wars Outlaws. All 3 clips make use of my custom ReaperToWwise tool, which allows me to post events and set game syncs from the Reaper timeline to a Wwise session, meaning all audio is running entirely in Wwise.

Game audio showreel, 2023

Redesigned section from "Journey" (2012) alongside some process shots.

In-engine and middleware

“Little Nightmares 2” redesign using ReaperToWwise

Redesign of a gameplay sequence from Little Nightmares 2 using my ReaperToWwise tool, which allows me to set up and run all the audio from a Wwise project, and from Reaper trigger event calls and game syncs, mimicing how they would be called from an engine.

Showcase: ReaperToWwise, game audio implementation tool

Showing off my ReaperToWwise tool with a redesign of a gameplay section from Alan Wake II.

Showcase: “Pendulumn Music” in Unity/Wwise

A recreation of Steve Reich's 1968 work "Pendulum Music" in Unity and Wwise, realized using audio feedback routing in Wwise to simulate how Reich performed the piece with suspended microphones swinging above speaker units.

Showcase: Wwise event triggers from Reaper markers

Further explorations in making a tool for testing game audio implementation in Wwise without an engine running.
Early version of what became my ReaperToWwise tool.

Showcase: Dynamic system for linear video in Wwise + Max

A video showcasing a game audio implementation project: making a dynamic system for a linear video clip in Wwise and Max/MSP.

First version of what would eventually lead to my ReaperToWwise tool.

Sound design and recording experiments

Imagining and designing the sound of solar winds in Wwise

A design and implementation experiment inspired by audio recordings of solar winds.

Star Wars: Outlaws blaster redesign using a rubber band

Re-designing a Star Wars blaster using primarily a rubber band. Both the blaster weapon (and UI) is done by processing the recordings of the rubber band.

Showcase: Wacom-tablet controleld Reaper FX feedback system

Showcase/light tutorial on my approach to gesturally controlling a Reaper FX feedback system with a Wacom drawing tablet.

Gestural scrap metal

Recording various metal object sounds with Wacom Tablet-controlled Supercollider oscillator and feedback patches, bowed scrap metal, rattling clock tines and the likes. The Wacom Tablet-controlled Supercollider system allows for very performative and gestural results, which makes it easier to find and play the sweetspots with the given setup and do tons of nuanced variations.

Showcase: Radio transmission re-amping

"Re-amping" sounds through the radio via an FM transmitter, picked up by a radio.

Transducer feedback on upright piano

Upright piano, transducer, contact microphone, Bela board and Pure Data.

Other

In celebration of the game audio community in Denmark

A little, personal video dedicated to showing my appreciation for the game audio community in Denmark. Features Daniel Nielsen, Nikolaj de Haan, Martin Stig Andersen and Nevin Tuna Erönde.

Audio-reactive “Doom”

Someone made “Doom “ into a DAW plugin. With MIDI inputs for the controls. So I made a Max patch that would track pitch of incoming music and round that to nearest useful MIDI/controller data. Why? Because it was fun.