The Team

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.

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.

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.

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.

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.

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.

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

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.

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.

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.

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.

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.

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.

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.