
Haar Audio
Games we've worked on
Below are some clips of the various titles we've had the pleasure of playing a part in. However, due to collaborating with other sound designers on these projects, we thought it would be worthwhile stating plainly what we delivered.








Junkster: Audio lead overseeing everything from combat, cutscenes, ambience, interactables, creative mode etc. and dynamic mixing, with final mix pass for console releases.
VTM Bloodlines 2: Various level audio, Banu Haqim clan concepting, VO processing/handling, cutscenes, hub audio, narrative audio design, assisting the audio programmer by helping to build a reaction/raycast reverb system, spatial audio.
Deathsprint 66: Traversal sounds, abilities, ambience, dynamic mixing setup, gore system, multiplayer optimization.
Still Wakes the Deep: Ambience and spatial audio, entity concept sounds during pre-production, established a benchmark art/audio scene as a mini vertical slice and traversal sounds.
Hood Outlaws and Legends: DLC character direction, foley, magic, combat etc
Little Orpheus: Helped build out ambience, characters, cutscenes etc. also oversaw episode 9's ambience for the DLC.