Sound design and recording
I record and design sounds for environments, actions, and player feedback.
Matthias Peene
I’m Matthias, a technical sound designer. I create sound and music for games, build dynamic audio systems, and handle their implementation. I also do custom audio programming when a project needs it.
Available for employment and freelance projects
01
Technical Sound Designer
The follow-up of Adapta Solva Legacy, where I handled sound design, original music composition, FMOD implementation, and the organization of the game's audio pipeline alongside my studies.
02
Technical Sound Designer
Developed the core rhythm and dynamic music systems for Into the Deep, a top-down isometric rhythm-based roguelike made entirely in Unreal Engine where enemy behavior synchronizes with the music. Built the system in C++ and MetaSounds, exposed instrument-specific rhythm events to gameplay programmers, implemented adaptive music for boss encounters, designed and integrated sound effects, and contributed to the composition…
03
Interactive Music Designer
I created a self-directed futuristic racing-game concept inspired by games such as WipEout, composed its music in Reaper and FL Studio, and built the adaptive music system in Wwise. This was a designed concept rather than an implemented game. The soundtrack reacts to vehicle speed, collisions, gravity, race sections, and the paused state.
I work with game teams on sound, music, and implementation. I can take on one part or work on the audio from start to finish.
I record and design sounds for environments, actions, and player feedback.
I compose original music for games, from individual tracks to a full soundtrack. I also build music systems that change with what happens in the game, with variations and transitions that fit the action.
I integrate sound and music using FMOD, Wwise, Unity, and Unreal. I also write custom audio code when a project needs it.
I write custom DSP code for games or audio plugins. For example, a granular synth for vehicle audio.
Sound does more than you might think. It can tell you where an item is, how strong an attack is, or whether something needs your attention. It also shapes how players feel. The right music at the right time can make anyone cry. I don’t just make sounds, I make sound systems. I don’t just implement those systems, I use them to provide feedback and shape the player’s emotions when it counts. Sound is a massive invisible force behind game feel. That’s why I call my business NotJustSound.
Looking for someone to join your team, or need help with the audio for your game? Send me an email.
matthias@notjustsound.dev