MANUEL EISL

Technical audio designer and programmer. A decade of games, film, and things harder to categorize. Always open to new projects. Get in touch

Shipped & Professional

Games, tools, and post-production work

Jected Rivals

Jected Rivals

Technical Audio Designer

Implemented audio systems for vehicles, characters, adaptive ambience and reverb. Profiling and performance optimizations.

Wwise Unreal 4 Vehicle Audio Audio Systems
View on Steam
Berghotel Heist

Berghotel Heist

Audio Designer & Audio Programmer

Metasound Unreal 5 Solo Audio Networked Co-op

Sound design and implementation for a co-op horror escape room built in Unreal 5 using Metasound. Exploring audio as a tool for storytelling.

View on Steam

Decl_Audio

Programmer

Personal Project C++ Audio Engine Data-Driven Tag System

A declarative audio middleware library built on miniaudio. Instead of imperatively triggering sounds, you feed it world states - tags, parameters, conditions - and describe how audio events should behave in response. Audio logic stays completely separate from game logic. Handles spatialization and mixdown to any channel layout. Written in C++.

View on GitHub
- id: BlendNode
  parameters:
    radius: 50
  matchTags:
    - entity.player
    - controller.enabled
  onActive:
    loop:
      blend:
        parameter: velocity
        blends: [
          { at: 0.0, sound: sound_01.wav },
          { at: 1.0, sound: sound_02.wav }]
      

Broadcast & Film

Sound Editor

30+ credits in audio post-production across Austrian and German TV drama, accumulating over 4,000 film-minutes of foley editing and sound design for three seasons of Red Bull Media House's Ultimate Rush.

Foley Editing Sound Design Post-Production
Full credits on IMDb

Installations & Experiments

Interactive art, generative audio, and one box of sand

Sandbox Turtle Game thumbnail

Sandbox Turtle Game

Gameplay Programmer & Sound Designer

A physical installation game where a box of sand is the controller. Turtles sitting on the sand glide downhill by gravity; you shape the sand to steer them toward stars hidden beneath the surface. Careful though: chains of collected stars can be stolen by other players.

Unity Engine Installation Audio
TouchDesigner + Ableton thumbnail

Dreamscape

Interactive Art Installation

TouchDesigner Ableton Installation

A live installation where full-body tracking lets visitors paint visual glitches into the space. The glitches shape the sound, and both evolve over time. Dark, moody, and deliberately uncomfortable.

Balance Installation

Multimedia Art Installation

SuperCollider Installation Generative Ambient Drones

The installation used multiple floating projection panels strung together, with the strings themselves being protagonists. I handled generative audio composition in SuperCollider.

Balance Installation thumbnail
Data-driven Sound Design thumbnail

Data-driven Sound Design

Artist / Developer

Pixel Parsing Generative Audio

An image parsed pixel by pixel, with RGBA values driving sound parameters in real time. As a result of the lines-based encoding of images, the result is evolving tonal patterns rather than noise: structure emerging from data.

Analogue Sound Installation thumbnail

Electromagnetic Conversations

Artist

Analog Installation

Two hand-wound transducer microphones, hung on a pendulum, swinging in slow circles over a collection of household electronics. The electromagnetic interference produced patterns that shifted as the pendulum settled. An exploration of the usually inaudible aspects of everyday objects.