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References

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Games

Hitman: Absolution

Technical designer with focus on levels, physics, crowds and technical implementation.

As a technical designer at IO Interactive I’m responsible for the following areas -
Our crowd system which have has been one of biggest sound challenge ever… and extremely educational.
The technical setup behind our weapon system – Do love the potential of our engine G2
Our extremely ambitious dialogue system. Throwing a lot of ideas at our incredible dialogue team and hopefully helped them just a little bit, with my views on context related dialogue. See Context Dialogue
Our rigidbody system which required a totally new system to meet the claims that we have for Hitman: Absolution.
Inspired by the system done in Little Big Planet we developed a system capable of handling every situation where an object hit a surface… You’ll hear☺

http://hitman.com/

 

Kane and Lynch 2: Dog Days

Sound designer with focus on levels, weapons and the multiplayer part

Oh did I do ventilators and fans. Shanghai seems to be filled with those☺ From an designers point of view this was really exiting trying to hit that youtube sound and define the specific elements.

http://www.kaneandlynch.com/#/

 

Puzzlebloom

Lead sound designer and composer for this Unity game

Everything in this game. Did loved my Play plug in back then

http://puzzlebloom.com/

 

Entrepreneurship and Project management

Audiolistic

Music and sound design as a branding tool.

 

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