The Team
Audio Lead and Sound Supervisor
Bjørn Jacobsen
Background
Bjørn has a background in electronic music dating back to the late 90s performing all over the world as an artist for several years before joining the games industry in the beginning of the 2000s.
Bjørn has a Ba. in Electronic Music composition from the Royal Music Conservatory in Denmark and an Ms. of Information Technology majoring in Sound Design from Aarhus University, Denmark.
Background
Bjørn has a background in electronic music dating back to the late 90s performing all over the world as an artist for several years before joining the games industry in the beginning of the 2000s.
Bjørn has a Ba. in Electronic Music composition from the Royal Music Conservatory in Denmark and an Ms. of Information Technology majoring in Sound Design from Aarhus University, Denmark.
Strengths
Extensive understanding of and experience with Wwise and its possibilities.
Creative work with implementation solutions and tools.
Sound designer of thousands of footsteps and ambient sound systems. Overall creative perspective of projects and audio direction and audio concepting.
Cubase is his choice of DAW Weapon.
Senior Sound Designer
Frederik Max
Background
Frederik played guitar in various jazz constellations for many years before turning to sound design and production.
He studied at Sonic College and was the first intern at Cujo Sound several years ago and afterwards turned freelance and later joined Sonic Minds with a heavy focus on sonic branding, game and UI sound design.
Background
Frederik played guitar in various jazz constellations for many years before turning to sound design and production.
He studied at Sonic College and was the first intern at Cujo Sound several years ago and afterwards turned freelance and later joined Sonic Minds with a heavy focus on sonic branding, game and UI sound design.
Strengths
Superb understanding of quality sound production and implementation, an overall understanding of every process from start to finish.
Massive experience with the production of UI Sounds and creating a sonic world and brand through any kind of sound for the project.
Senior Sound Designer
Aaron Holland
Background
Coming from Canada, Aaron has a degree in both Game Audio and Information technoligy.
He has worked on several big titles and proven his skills through great sound design for franchises like Gears of War.
Background
Coming from Canada, Aaron has a degree in both Game Audio and Information technoligy.
He has worked on several big titles and proven his skills through great sound design for franchises like Gears of War.
Strengths
Both as a sound designer and as a sound lead Aaron has a proven track record through his career.
In-depth understanding of Wwise and engine audio followed through by both creative and aesthetically pleasant ideas making soundscapes for both weapons, ambiences and any other soundscape a joy to listen to.
Senior Sound Designer
Barney Oram
Background
Barney got into the game audio industry by joining Cloud Imperium games and provided a great amount of content for their game Star Citizen. Later teaming up with Sweet Justice and through them provided sounds for numerous games and projects.
Background
Barney got into the game audio industry by joining Cloud Imperium games and provided a great amount of content for their game Star Citizen. Later teaming up with Sweet Justice and through them provided sounds for numerous games and projects.
Strengths
Barney has extensive experience with designing custom sounds for multiple projects as well as experience in the field of recording sounds in harsh environments, having made multiple libraries and recorded numerous sounds from explosions to tiny almost inaudible sounds.
Sound Designer
Jonathan K. Skovlund
Background
Jonathan joined Cujo Sound after an internship in 2024 where he joined in on the work on Pax Dei and The Magical Mixture Mill as part of the education at Sonic College.
Jonathan has experience with Wwise, FMOD, Unreal, Unity and multiple DAWs – and just started looking into MetaSounds.
Background
Jonathan joined Cujo Sound after an internship in 2024 where he joined in on the work on Pax Dei and The Magical Mixture Mill as part of the education at Sonic College.
Jonathan has experience with Wwise, FMOD, Unreal, Unity and multiple DAWs – and just started looking into MetaSounds.
Strengths
In-depth understanding of DAW production and sound recording in Studio One and other DAW’s. Having worked with both Wwise and Fmod and in both Unreal and Unity, Jonathan offers great skill in production regardless of environment.
Sound Designer
Fabian Saxo
Background
Fabian joined Cujo Sound after an internship in 2024 as a part of his education at Sonic College. At Cujo Sound, he got to record and design immersive ambiences, various sound effect and also work on the music system for the game Pax Dei.
Always learning new tricks and honing his skills in multiple DAWs and middlewares like Ableton and Wwise.
Background
Fabian joined Cujo Sound after an internship in 2024 as a part of his education at Sonic College. At Cujo Sound, he got to record and design immersive ambiences, various sound effect and also work on the music system for the game Pax Dei.
Always learning new tricks and honing his skills in multiple DAWs and middlewares like Ableton and Wwise.
Strenghts
Through experience Fabian has gained in-depth understanding of the Wwise music system and its unique way of transitioning between parts and details.
Senior Sound Designer
Mads Riddersholm
Background
Mads is educated from Sonic College in 2020 and has since then worked in the game industry on a broad range of games and platforms, from indie, AA, VR, mobile and casino games.
Background
Mads is educated from Sonic College in 2020 and has since then worked in the game industry on a broad range of games and platforms, from indie, AA, VR, mobile and casino games.
Strengths
He is a generalist sound designer with a passion for technical sound design, audio processes and pipeline development, as well as a skilled sound designer with in-depth experience using most industry software, middleware and engines. His experience and organizational skills makes him good at adapting to new teams, projects and genres.
Senior Sound Designer
Daniel Martin Nielsen
Background
Daniel has a Ms. from the conservatory in Malmö, Sweden. Where he studied music and saxophone as his instrument of choice.
Went into game audio production and worked on numerous projects and has been one of the key pillars in the Danish Game Audio industry by forming Game Audio Denmark and hosting countless events for all in the industry to learn from and helping tie the industry together.
Background
Daniel has a Ms. from the conservatory in Malmö, Sweden. Where he studied music and saxophone as his instrument of choice.
Went into game audio production and worked on numerous projects and has been one of the key pillars in the Danish Game Audio industry by forming Game Audio Denmark and hosting countless events for all in the industry to learn from and helping tie the industry together.
Strengths
Daniel excels in every audio middleware and engine- has through creative and innovative solutions and tools created games in both reaper as well as in Wwise by using his cunning understanding of their functionality.
Has converted full sized projects and coverted them from in-engine audio systems to middleware, such as Metasounds to Wwise.
Senior Sound Designer
Nikolaj De Haan
Background
Nikolaj is a Ms. student out of Aarhus University Denmark – with a degree in information technology majoring in Audio Design.
He has worked on numerous projects and has shown excellent work on titles such as Destiny 2 and Expeditions: Rome and many other projects across many genres
Background
Nikolaj is a Ms. student out of Aarhus University Denmark – with a degree in information technology majoring in Audio Design.
He has worked on numerous projects and has shown excellent work on titles such as Destiny 2 and Expeditions: Rome and many other projects across many genres
Strengths
Extensive experience in field recording, library categorization and metadata. A broad scale understanding of sound design from the cutest little cartoon sound to the greatest of all sci-fi gunshots.
Composer and Music Designer
Thomas Hansen
Background
Thomas has a colourful background from touring in metal/rock bands, to holding two degrees in Music Composition from the University of Glasgow and Edinburgh. Thomas is regularly called upon to meet the musical needs of some of the most demanding projects in the industry. From writing a custom score, to designing complex music systems using a variety of middleware and proprietary tech.
Background
Thomas has a colourful background from touring in metal/rock bands, to holding two degrees in Music Composition from the University of Glasgow and Edinburgh. Thomas is regularly called upon to meet the musical needs of some of the most demanding projects in the industry. From writing a custom score, to designing complex music systems using a variety of middleware and proprietary tech.
Strengths
Industry leading understanding of music and how it functions in games. Extensive experience writing, recording, editing and implementing in a wide variety of genres for vastly different complex and bespoke music systems. A wealth of experience with the entire game music pipeline from Triple to indie projects. A keen understanding of what music best suits what systems and how to maximize quality at all levels of development, from a compositions early stages, through to final mixing.
Sound Designer
Absalon Paaske
Background
Absalon comes from an electronic music background and has through his productions gained intense skills in magic use of Ableton Live.
He was an intern at Cujo Sound during 2024 and proved himself in both Unreal Engine, Wwise and as a field recordist.
Background
Absalon comes from an electronic music background and has through his productions gained intense skills in magic use of Ableton Live.
He was an intern at Cujo Sound during 2024 and proved himself in both Unreal Engine, Wwise and as a field recordist.
Strengths
Superb understanding of sound production digitally, massive understanding of processing and processes and knowledge from electronic music production makes his knowledge of hard, glitchy and aggressive sounds vital for any sci-fi project.