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.

What I Do
Capabilities
System Design
Wwise event systems, RTPCs, parameters, and state machines. The architecture that lets audio respond adaptively to gameplay.
Implementation
Wiring sound into the engine itself. Scripting triggers, occlusion and obstruction, spatialization, and performance optimization.
Sound Design
Synthesis, recording, and processing: building the sonic material every system and integration above depends on.
Collaboration
Working directly with programmers and designers, not just other audio people, to get sound properly embedded in gameplay systems from prototype to ship.
Selected Work
Recent projects



Horizon Zero Dawn Remastered
Obsessing over details.
Guerrilla · Nixxes Software
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Horizon Zero Dawn Remastered
Obsessing over details.
Guerrilla · Nixxes Software
Read moreFreelance 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.
View on Steam ↗
Horizon Forbidden West: Burning Shores
Shipped technical sound design on a AAA title.
Guerrilla
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Horizon Forbidden West: Burning Shores
Shipped technical sound design on a AAA title.
Guerrilla
Read moreSound 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.
View on Steam ↗
BMW
Industrial Sound Design in Munich.
BMW Group
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BMW
Industrial Sound Design in Munich.
BMW Group
Read moreSound 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
Engines
Scripting & Pipeline
Collaboration
Education
Bachelor of Science in Audio Design, specializing in Sonic Interaction Design
HKU University of the Arts Utrecht
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