ABOUT

Hi! I’m Lars, and I make sound for video games.

I specialise in designing impactful audio assets, implementing audio assets and features into middleware, and crafting compelling cinematic audio. I love working on both the creative and technical aspects of video games as part of an audio team.

In my spare time I am an avid gamer, with an untamed love for epic adventure stories, theme park builders, and couch co-op indies. When not roaming the digital space, I like to write songs at the piano, hit synthesizers as part of coverband Jambassadors, ride a mountainbike, play with cats, and eat pizza.

Audio software: REAPER, Wwise, Ableton, Soundly, FMOD, Nuendo, Fabfilter, Izotope, SoundToys, AudioEase, Xfer, Boom, Logic Pro

Additional software: Unreal Engine 5, Perforce, Unity, Jira, Confluence, Visual Studio, Git, Trello, Asana

Favourite games for sound:
  • Senua’s Saga: Hellblade II
  • Returnal
  • Dead Space (2023)
  • The Last of Us Part 2
  • Alien: Isolation
Recent favorites include:
  • Indiana Jones and the Great Circle
  • Astro Bot
  • Senua’s Saga: Hellblade 2
  • Alan Wake 2
  • Deathloop
Games I’m looking forward to:
  • Beyond Good & Evil 2
  • Hollow Knight: Silksong
  • Fable 4
  • Ghost of Yotei
  • GTA VI

PROJECTS

WEAPON SOUND DESIGN

A redesign of realistic and sci-fi weapons. Although these sound effects are set to picture in a linear fashion, the weapon sounds themselves are built up following a typical video game-like approach of layering.

IN-HOUSE SOUND DESIGNER – PUBG STUDIOS

From 2021 to 2024, I worked as a fulltime in-house Sound Designer at Krafton Europe, under PUBG Studios.

I designed and implemented audio assets for the upcoming AAA extraction shooter ‘Project Black Budget’, using REAPER, Wwise and Unreal Engine 5.

SYNC VS ASYNC – AN FMOD STUDIES

An eploration of the audio implementation design process when using a single FMOD event as the master timeline and instigator of all stereo audio events. The 3d narrative game Rosie D for which I did sound design and FMOD + Unity implementation was made during the Global Game Jam 2020.

SOUND REDESIGN – SHADOW OF THE TOMB RAIDER

The full Sound Redesign video from Shadow of the Tomb Raider, including exploration, cinematics and combat mechanics. I recorded over 75% of all used samples myself, using base materials like wood, stone and rope.

Vocal performance kindly provided by Nola Klop.

CONTROL REAPER USING A DUALSHOCK 4 CONTROLLER

Here I showcase a simple solution for not having to constantly walk back and forth between computer and recording area during a solo recording or foley session. All basic actions like navigating Reaper, adding rec tracks, solo/mute etc are functional. The DS4’s Light Bar even turns red while recording, a studio classic! Made with DS4Windows.

MODULARMOOD – SHOWREEL 2020

MODULARMOOD – SHOWREEL 2018

From 2015 to 2020, I worked as Sound Designer at ModularMood, where I was responsible for all sound design and audio implementation in our diverse game portfolio. Notable released games include: Rekt (PS4, XB1, Switch, PC, Android, iOS), Tied Together (Switch), Space Vikings (Air Console), Doodle Derby (PC, Switch)