André Molkenthin
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.

Watch the reel
Control Resonant · The Callisto Protocol · Microsoft Flight Simulator · Onward VR
André Molkenthin, senior game audio designer

Showreels

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Selected Work

AAA · VR · Simulation
Control Resonant – gameplay still
REMEDY ENTERTAINMENT

Control Resonant

Locomotion and Foley systems supporting motion matching, plus physics audio for destructible and interactive props.

The Callisto Protocol – gameplay still
STRIKING DISTANCE STUDIOS

The Callisto Protocol

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

Onward VR – gameplay still
META

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 worldwide

I'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.

Available for freelance and in-house roles
André Molkenthin monitoring on headphones during an outdoor session
Live room set up for a recording session
Foley props and recording rig at HAW Hamburg

Get in touch

Available for

Freelance contracts and in-house roles. Remote, or on site in Europe and North America.

Working on

Combat, locomotion and world interaction. Wwise, Unreal and proprietary engines, Perforce.

Currently

Completing an M.A. in combat audio at HAW Hamburg.

HITSTOP AUDIO