Sound Designer & Game Developer
Let's build your dream together
Nom Them All was created for the 2D Game Jam #Reborn 2026.
The game revolves around a simple but engaging progression loop: defeat weaker enemies to steal their stats and grow stronger until you are powerful enough to consume everything in your path.
This project was my first experience working with Godot.
I contributed to the programming of the user interface and audio systems, including the integration of music and sound effects, audio bus configuration, and the implementation of all menu systems. This included the main menu, options menu, credits, game over screen, and fully functional audio sliders.
Settings Scene in GodotI created the complete sound design for the project using REAPER, covering all audio elements including UI sounds, player actions, monster sounds, gameplay feedback, and overall audio implementation.
For the sound identity I went retro bitcrunch taking inspiration from old retro games like Pokemon.
REAPER scene of the project NOM THEM ALLI contributed to the game's design and balancing, ensuring that the player's progression remained engaging, fair, and rewarding throughout the experience.
I designed the map layouts and gameplay spaces to support the game's progression and core mechanics.
Particular attention was given to the placement of enemy spawners and light pillars, ensuring a balanced flow between exploration, combat encounters, and safe zones.
The layouts were designed to create moments of pressure where players could become surrounded by enemies, encouraging strategic use of the invisibility mechanic while maintaining fair navigation throughout the level.
Tilemap of the MainScene in GODOTI was responsible for balancing the player and enemy statistics to create a smooth progression curve.
This included defining attack, defense, and movement speed values for each enemy type as well as the player.
Since defeating enemies allows players to steal their stats, I also balanced the amount of attributes gained or lost after each encounter, ensuring that progression remained meaningful without becoming overpowered too quickly.
Dictionary use for the stat attribution of each mob
A cinematic sound redesign of the "Destroyer Shell Cinematic" from Marathon by Bungie.
This project reimagines the original cinematic through a more realistic sound design approach.
Rather than following the minimalist audio style of the original cinematic, I explored a more realistic approach, focusing on detailed environmental without cinematic SFX
REAPER scene of the cinematic introDesigned, edited, mixed, and integrated all audio elements using REAPER as my primary digital audio workstation (DAW).
Devive is an upcoming top-down shooter currently in development.
I joined the project as a Sound Design Intern during its early production phase, contributing to the establishment of its audio pipeline and the creation of core gameplay sounds.
I was responsible for creating and maintaining the project's sound asset list, ensuring a structured workflow for the game's audio production. I designed a wide range of sound effects, including player actions, environmental ambiences, gameplay feedback, and various interactive audio elements.
I integrated the audio directly into Unreal Engine 5, primarily using MetaSounds to build flexible and reusable sound systems. This included implementing gameplay sounds, setting up audio behaviors, and ensuring seamless integration with the game's mechanics.
I contributed to the project during its early development as a Sound Design Intern, working closely with the development team to establish the game's audio identity and implementation workflow. The project has been officially announced but has not yet been released.
Those About To Hype is a fast-paced hack-and-slash game where players take on the role of an arcane gladiator capable of controlling the arena itself. By activating traps, manipulating enemy behavior, and interacting with environmental devices, players must clear combat zones as quickly and stylishly as possible to maintain the crowd's excitement and maximize their performance.
The project was developed over the course of eight months by a team of eight developers using Unreal Engine 5 and Agile development methodologies. Throughout production, I served as both Game Designer and Sound Designer, contributing to the project's gameplay direction, combat systems, enemy design, sound design, and audio implementation.
As the project's Game Designer, I designed most of the core gameplay systems, enemy encounters, and progression mechanics. The central mechanic revolves around controlling the arena through a dedicated ability that allows players to activate traps and manipulate environmental devices to gain an advantage during combat.
The game's progression is driven by the Hype System. Players are encouraged to perform efficiently and aggressively to maintain the audience's excitement. Higher hype levels increase player movement speed and provide greater forgiveness for mistakes, creating a positive feedback loop where strong performance enables even more impressive gameplay.
I designed the upgrade system, which rewards players with currency at the end of each level based on their performance. These upgrades can significantly alter playstyles through passive bonuses and gameplay modifiers, encouraging experimentation and replayability.
To reinforce the importance of arena manipulation, I also designed the Execution System. When enemies are damaged by arena devices such as spike traps activated by the player, they become vulnerable to powerful executions. This mechanic rewards strategic use of the arena rather than relying solely on direct combat, making environmental interaction a core pillar of the gameplay experience.
I created the complete sound design for the project and handled all audio integration within Unreal Engine 5 using MetaSounds.
REAPER scene of all the enemies soundA major focus of the audio design was the development of a dynamic crowd system that reacts to player performance and hype levels. The system layers multiple crowd recordings and dynamically adjusts their intensity based on gameplay events. Through ducking, mixing, and real-time parameter control, the crowd responds to actions such as gaining or losing hype, defeating enemies, performing executions, and reaching checkpoints.
This adaptive audio system transforms the audience into an active gameplay element, reinforcing the fantasy of fighting as a gladiator in front of a living crowd and providing continuous feedback on player performance.
A cinematic sound redesign of a Death Stranding cinematic from Kojima.
From atmospheric effects to character movements, each sound was crafted to match the original feel while bringing a fresh perspective.
My goal here was to match the original feel of the scene while experimenting new things, like the use of tinnitus and silence.
Designed, edited, mixed, and integrated all audio elements using REAPER as my primary digital audio workstation (DAW).
Navigate your computer and complete all of your tasks before the timer runs out!
Glitter & Grind is a game submitted for the Girly Game Jam 2025.
This project was my first experience using GDevelop. Through this game jam, I learned how to program within the engine and was responsible for implementing all of the game's programming and gameplay systems.
I created the entire sound design for the game, using an old computer UI-inspired aesthetic to reinforce the game's atmosphere and identity. This included designing interface sounds, feedback audio, and ambient elements.
I was responsible for the game's design, including shaping the player journey, pacing the experience, and developing its psychological horror elements. I helped create the unsettling atmosphere and narrative progression, drawing inspiration from games such as Doki Doki Literature Club! to build tension and surprise throughout the experience.
A prototype I developed as part of my research on audio accessibility in video games, with a specific focus on audio options.
This menu was designed as a concept to explore what an interface with a wide range of accessibility features could looks like.
Visualizer created for the musical artist CALL ME SLEEPER, featuring the track CLEAN DEATH.
I was responsible for the entire production pipeline, from 3D modeling and rigging to animation, texturing, lighting, compositing, and final editing.

Created all 3D assets for the visualizer, including modeling the main character in Zbrush and rigging it in Blender.

Produced all character animations and scene setups in Blender, including camera work and lighting to establish the visual atmosphere of the project.

Textured the character and assets using Substance Painter, creating the final look and material details used throughout the visualizer.

Handled the final edit, visual effects, and compositing in After Effects, assembling all scenes into the completed music visualizer.
I'm a game developer, sound designer, and teacher based in Belgium. When I'm not teaching sound design, I spend my time creating video games through game jams and larger-scale projects as part of Microwave Interactive. My work primarily combines game design, programming, and audio production, allowing me to contribute to projects from concept to final polish across nearly every aspect of development.