Senior Game Audio Designer
I design audio for games that feel good to play.
Combat, locomotion, world interaction – built as systems, implemented cleanly. Wwise, Unreal, and 6+ years across AAA, VR and simulation.
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AAA · VR · Simulation
Control Resonant
Locomotion and Foley systems supporting motion matching, plus physics audio for destructible and interactive props.

The Callisto Protocol
Creature design with the Foley team, with animation tagging for precise sync across gameplay and cinematics.

Onward VR
30+ hyper-realistic weapons and locomotion stealth systems where audio is gameplay information.
Working with studios directly and through outsourcing partners.
About
Cologne · working worldwideI'm André Molkenthin, a Senior Game Audio Designer with 6+ years across AAA, VR and simulation.
My focus is the moment-to-moment layer: combat, locomotion, world interaction. I care as much about how a sound behaves in the engine as how it sounds on its own.
Most of that work happens with animation, design, VFX and tech audio in the room. Game feel is not made in a DAW alone.



Get in touch
Freelance contracts and in-house roles. Remote, or on site in Europe and North America.
Combat, locomotion and world interaction. Wwise, Unreal and proprietary engines, Perforce.
Completing an M.A. in combat audio at HAW Hamburg.