The Team
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Audio Lead and Sound Supervisor
Bjørn Jacobsen
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.
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.
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.<br><br>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.
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Senior Sound Designer
Frederik Max
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.
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.
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.
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Senior Sound Designer
Barney Oram
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.
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
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.
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Senior Sound Designer
Daniel Martin Nielsen
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 converted them from in-engine audio systems to middleware, such as Metasounds to Wwise.
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 converted them from in-engine audio systems to middleware, such as Metasounds to Wwise.
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.
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Senior Sound Designer
Nikolaj De Haan
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.
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.
Background
Nikolaj is a Ms. student out of Aarhus University Denmark – with a degree in information technology majoring in Audio Design.<br><br>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
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Sound Designer
Jonathan K. Skovlund
Strengths
In-depth understanding of DAW production and sound recording in Studio One and other DAWs. Having worked with both Wwise and Fmod and in both Unreal and Unity, Jonathan offers great skill in production regardless of environment.
Strengths
In-depth understanding of DAW production and sound recording in Studio One and other DAWs. Having worked with both Wwise and Fmod and in both Unreal and Unity, Jonathan offers great skill in production regardless of environment.
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.
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Sound designer
Sarah Sherlock
Strengths
Having lead the combat pillar of sound design in the sci fi FPS Luna Abyss – Sarah is skilled in designing and implementing Weapon and Creature sounds. She has deep knowledge of Unreal Engine and implementing audio with Fmod. She is also a proficient user with Wwise. Sarah’s diverse background also makes her a desirable audio designer across sound design, music and VO disciplines
Strengths
Having lead the combat pillar of sound design in the sci fi FPS Luna Abyss – Sarah is skilled in designing and implementing Weapon and Creature sounds. She has deep knowledge of Unreal Engine and implementing audio with Fmod. She is also a proficient user with Wwise. Sarah’s diverse background also makes her a desirable audio designer across sound design, music and VO disciplines.
Background
Sarah is an alumni of Leeds Beckett University MSc Sound and Music for Interactive Games. With over a decade of expereince freelancing in audio design and music production from her home studio in Ireland, she then went into game audio full time in 2021 working on IPs such as Luna Abyss,The Sims 4,Baldurs Gate 3 and many more as both sound designer and voice designer/editor. Sarah also is a sound designer and composer for film. Reaper is her DAW of choice for sound and logic pro for music production.
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Composer and Music Designer
Thomas Hansen
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.
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.
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.
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Senior Sound Designer
Mads Riddersholm
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.
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.
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.
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Sound Designer
Fabian Saxo
Strenghts
Through experience Fabian has gained in-depth understanding of the Wwise music system and it’s unique way of transitioning between parts and details.
Strenghts
Through experience Fabian has gained in-depth understanding of the Wwise music system and it’s unique way of transitioning between parts and details.
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.
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Sound Designer
Absalon Paaske
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.
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.
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.
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Sound Designer
Marc Hasselbalch
Strengths
Marc has through experience and countless experiments gathered knowledge and insight into highly creative approaches to expressive sound design, experimental recording techniques and the deeper pathways of technical middleware solutions. A tinkerer by nature, he excels in problem solving as well as writing and assessing the need for custom solutions and tools, with a systematic approach to setting up both general SFX systems and music systems. Proficient in the ways of audio programming within the fields of Max/MSP, Supercollider, Kyma as well as custom Reaper Lua scripting.
Strengths
Marc has through experience and countless experiments gathered knowledge and insight into highly creative approaches to expressive sound design, experimental recording techniques and the deeper pathways of technical middleware solutions. A tinkerer by nature, he excels in problem solving as well as writing and assessing the need for custom solutions and tools, with a systematic approach to setting up both general SFX systems and music systems. Proficient in the ways of audio programming within the fields of Max/MSP, Supercollider, Kyma as well as custom Reaper Lua scripting.
Background
Through a background in recording countless music releases, mostly within the realm of the electro-acoustic as well as a bachelor’s degree in sound design from Sonic College, the foundation was laid and solidified and the road paved has since been filled with freelance, contract work and numerous experimentations to test the outer limits of game audio.
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Composer
Martin Pedersen
Strengths
Creator of music with combinations of electronic beats and acoustic instruments forming unity between organic sounds and that of the processed.
Martin has a wide understanding of genres, instruments and music theory and skilled in anything from synth programming to classic techniques on bowed instruments.
Strengths
Creator of music with combinations of electronic beats and acoustic instruments forming unity between organic sounds and that of the processed.
Martin has a wide understanding of genres, instruments and music theory and skilled in anything from synth programming to classic techniques on bowed instruments.
Background
Graduated from the Rhythmic music conservatory in 2009. He now works as a media composer and producer on anything from his own music to feature films, tv-series, documentaries, commercials and video games.
from 2017-2019 he received the prestigious scholarship from Statens Kunstfond in Denmark allowing him to perfect his craft.
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Composer
Jannick Miki Damkvist
Strengths
Combines orchestral, electronic, cinematic, and rock music to create soundtracks that seamlessly integrate with storytelling and gameplay. Uses Studio One for composing and Reaper for sound design, with a working knowledge of middleware such as Wwise and FMOD. Strives to balance creativity and technical precision, delivering audio that enhances projects and resonates with audiences.
Strengths
Combines orchestral, electronic, cinematic, and rock music to create soundtracks that seamlessly integrate with storytelling and gameplay. Uses Studio One for composing and Reaper for sound design, with a working knowledge of middleware such as Wwise and FMOD. Strives to balance creativity and technical precision, delivering audio that enhances projects and resonates with audiences.
Background
Jannick Miki Damkvist is a Danish composer and sound designer with a B.A. in Musicology. His work includes trailer campaigns for Star Wars: Andor, Star Wars Visions: Season 2, and Lord of the Rings: War of the Rohirrim, as well as music for Spycraft on Netflix. He has collaborated with leading music vendors in the trailer, TV, and advertising industries. Over four years as a sound designer and composer for the MMORPG Ember Sword, he contributed to creating a cohesive audio experience that supported the game’s world-building and player engagement.