Jected Rivals
Technical Audio Designer
Implemented audio systems for vehicles, characters, adaptive ambience and reverb. Profiling and performance optimizations.
Technical audio designer and programmer. A decade of games, film, and things harder to categorize. Always open to new projects. Get in touch
Games, tools, and post-production work
Technical Audio Designer
Implemented audio systems for vehicles, characters, adaptive ambience and reverb. Profiling and performance optimizations.
Audio Designer & Audio Programmer
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 SteamProgrammer
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 }]
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.
Interactive art, generative audio, and one box of sand
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.
Interactive Art 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.
Multimedia Art Installation
The installation used multiple floating projection panels strung together, with the strings themselves being protagonists. I handled generative audio composition in SuperCollider.
Artist / Developer
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.
Artist
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.