Technical Sound Design · Games & Interactive Media

Making Sound Move.

Jimmy van der Heijden · Technical Sound Designer

Technical Sound Designer with a track record of delivering interactive audio for AAA console titles and simulations, bridging creative asset creation and engine implementation at Sony PlayStation (Guerrilla) and BMW.

Portrait of Jimmy van der Heijden

What I Do

Capabilities

System Design

Wwise event systems, RTPCs, parameters, and state machines. The architecture that lets audio respond adaptively to gameplay.

Wwise

Implementation

Wiring sound into the engine itself. Scripting triggers, occlusion and obstruction, spatialization, and performance optimization.

MetasoundsDecimaUnreal EngineMax/MSP

Sound Design

Synthesis, recording, and processing: building the sonic material every system and integration above depends on.

ReaperBaseheadReaScript

Collaboration

Working directly with programmers and designers, not just other audio people, to get sound properly embedded in gameplay systems from prototype to ship.

JiraSlackMiro

Selected Work

Recent projects

Studios I've worked with
GuerrillaNixxes SoftwareBMW Group
Horizon Zero Dawn Remastered
AAA · PlayStation

Horizon Zero Dawn Remastered

Obsessing over details.

Guerrilla · Nixxes Software

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Freelance Technical Sound Designer

Sound design and implementation on Horizon Zero Dawn Remastered as a freelance technical sound designer, including detailed environmental and explosion work, down to the specific character of cactus explosions.

Worked directly with the audio team at Guerrilla, alongside the wider team at Nixxes Software.

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Horizon Forbidden West: Burning Shores
DLC · PlayStation

Horizon Forbidden West: Burning Shores

Shipped technical sound design on a AAA title.

Guerrilla

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Sound Design Intern

Sound Design Intern at Guerrilla, designing and implementing sound effects, including weapons, special abilities, and unique treasures, for Horizon Forbidden West: Burning Shores.

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BMW
Automotive · Industrial

BMW

Industrial Sound Design in Munich.

BMW Group

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Sound Design Intern

Sound Design Intern at BMW Group's Research & Innovation Centre (FIZ), integrating interactive spatial audio for a multi-speaker driving simulator, improving the accuracy of driver feedback.

Built an automated batch file processor and preset system that streamlined high-volume audio workflows and cut preparation time for the simulation.

Toolkit

What's in the rack

Audio & Middleware

ReaperBaseheadWwiseMetasoundsMax/MSP

Engines

DecimaUnreal Engine

Scripting & Pipeline

Python

Collaboration

MiroJiraSlack

Education

Bachelor of Science in Audio Design, specializing in Sonic Interaction Design

HKU University of the Arts Utrecht

Utrecht, the Netherlands · 2019–2023

Paid Part-time Technical Instructor: reviewed Max/MSP interactive audio logic, and mentored students building custom DSP tools and visual scripting workflows.

Get In Touch

Let's talk about your project

jimmyomarh@gmail.com