Technical Audio Design - Music Composition - Producer - Sound Design - Audio Programming

Hi, I’m Wouter. I’ve always had a knack for audio production and musical composition.
As a kid, I drove my mom crazy banging on pots and pans and told chaotic musical stories by smashing piano keys at my grandmother’s.
Over time, that playful curiosity evolved and merged with another lifelong passion: video games.

Playing games not only shaped my creativity, it also inspired me to become a musician.
I play guitar in various genres and produce electronic music, constantly pushing my boundaries sonically.
All these interests: music, gaming, and storytelling, naturally led me to the world of audio implementation for both video games and linear media,
where I bring interactive worlds to life through sound and coding.




DEMO REEL







Technical Skills



Professional proficiency:

  • DAWs: Ableton Live, Reaper Music: Composition, production, and recording 
  • Programming: C++, C#, JUCE, Pure Data, Arduino 
  • Game Engines: Unity, Unreal Engine 5 
  • Middleware: Wwise, FMOD Spatial Audio: Dolby Atmos, Binaural, Ambisonics, 5.1, Multichannel
  • Version Control: P4V, Github

General proficiency:

  • Video Editing: DaVinci Resolve, Adobe Premiere, FCP 
  • Visual Design: Adobe Photoshop, Illustrator, InDesign
 
CONTACT

Mailto:     wouterduprez@gmail.com
Discord:   wouter.d.music



CV: ︎
CV with photo: ︎




Interactive Audio Implementation

Thesis Project at DAE

My thesis posed the question if the inclusion of visual synesthetic associations could enhance ones gaming experience, more specifically in a memory based context.

To answer this this project included grapheme - number associations as well as applying a custom audio amplitude analysis on a custom composed track, manipulating game objects in the scene to induce a flow like emotional state in the player.

This project was made with UE5 and blueprinting.


Wwise Music for Games exam

This project was to provide an intricate ready-made music system for a hypothetical adventure game pitch, made entirely inside Wwise. Some of it’s themes were overworld exploration, generic and boss fights, narrative sequences and menu music. Triggers, sometimes linked to stingers, would play the correct sequences and transition to other sequences.
All musical sequences also contain randomized containers - offering infinte looping with changing patterns.

Game Project course

Our team decided on making a fast paced looping racer game with a grapplehook as main mechanic, the overall visual aesthetic was robotic in a mining/ scrapyard theme. For this project I was tasked with creating and implementing all the audio logic and assets, along with assisting our programmers with game flow scripting. We opted to use the Unity Event system to trigger a series of scriptable objects holding sound effects, pitch variation and volume control. The architecture relied heavily on scriptable object delegation and a singleton audio manager. 

This project was made with Unity 6 and C#.


Audio Implementation exam

One of my favorite things is to experiment with sound designing tools but I had yet to build my own tool. Hence this project came to fruition. I created a PureData (PlugData) patch that later became a VST3 plugin. The main idea was to create a boiler plate DSP tool that had delay, reverb, FM and LFO modulation. The demo video demonstrates a usecase of the Pd patch.

This project was made using Pd.

Audio Implementation 2 exam

We were handed an existing Unity project and were tasked with implementing our own sound design as well as the C# implementation. We were allowed to add logic and game flow ideas to improve the existing gameflow. The result was a spooky yet light-hearted sound palette with an added dynamic coin pickup system.This project was made using Unity and C#

Auralis

AURALIS is a visual and experiential ode to photosynthesis. Three sculptural forms embody the elements of light, air, and water, and are arranged in a circle like a modern campfire: a place of encounter, ritual, and exchange. Interactive visuals created by Victor Vanderbeck are projected onto the sculptures. Visitors can influence these images in real time and generate music through three hand-tracking sensors positioned around the installation. The instruments and music were developed by Wouter Duprez, resulting in a playful jam session between image, sound, and audience—where collaboration and interaction take center stage. The sculptures were designed and built by AKÆRI (Sander van Bellegem), with a focus on natural and ecologically responsible materials. Their surface consists of clay paint on a base layer of bio-based PLA, reinforced with jute fiber for structure and texture. Each material was carefully selected in an exploration of sustainability and biodegradability—a process that exposes the tension between ecological intention and technological reality.

This project was made using Python, Max MSP, Ultraleap, TouchDesigner and Ableton
Linear Audio




Metro Exodus

One of my main passions is to record foley and create intricate layered sound effects from scratch. The course Foley & Dialogue offered us the oppurtunity to combine both in a self selected action sequence of an existing game and re-interpret the audio. I chose Metro: Exodus.

All sound effects and music were custom recorded for this project and sequenced using Reaper.


Richter

Hailed as a demo presentation piece for the Sound design/ Game sound integration course at DAE, this project had me record my own gas burners, loud screaming and FM synth sequencing.

All sounds were made from scratch using either analogue recording or digital resampling and processing. The music was made by me.






Louis

Similar to Metro: Exodus, Louis gave us the oppurtunity to re-imagine the audio for this beautifully animated video made by a group of DAE animation students. I chose to emphesize the mental state of our protagonist, Louis.
With a bittersweet resonating tonal approuch near the climax of the sequence.

This project was made in Reaper



Fallout76 Ambisonic demo

A large part of simulating space when working with audio is to use surround sound technology and other more advanced forms of spatialization techniques. This project used a binaural approuch, simulating actual ears near the camera’s perspective. The rotation in the scene is close to what it would sound in reality.
This project was made in Reaper





Deforestation

A total audio re-imagining for an animation project made by DAE students. This project had a shifting emotional tone. From a refreshing summer morning to a grim and barren industrial scene entering in to a ashy city. Some of the environmental ambiances were recorded in and around where I live. The music was composed by yourstruly.
This project was made in Reaper



Nightshift

This comical project was a total re-imagening of the audio and music. The animation was made by DAE students and given to us completely silent.

The audio processed was found in libraries and sequenced in Reaper.




Piano & Explosions

This project had us re-imagine the audio with an existing piano piece to work with. In addition to adding impact and exploding debris sound effects I used the existing piano audio to create extra tonal layers.

This project was made in Reaper.



Little Human

This project had me recording custom foley and dialogue. With the exception of the alarms all other sounds were recorded in my own studio and kitchen.
The music was also made by me.

This project was made in Reaper and Ableton




The level coming alive

This project is a sequence of perspective shots of our school’s building “The Level” coming alive with a series of whacky 3D animations. My task was to sonify these sequences.

All sounds were sourced from Libraries available online and sequenced in Reaper.




Game Dev & Prototyping
   
Thieves, Doors and Cameras

I built a prototype for a game where you control both an avatar in a scene and a series of camera’s simultaneous. Simulating the tank control scheme of old games such as Resident Evil, the fun was in the chaos the multiple point of views offered while traversing terrain and collecting objects.
A “hack” or “glitch” sequence would have the player break out of the default perspective to push a button adding another layer of complexity.

Made in Unity.
PsychaColorWreck

This prototype is an endless traveling game where you need to dodge or “phase” through oncoming traffic. An object in front of the car can change length and color. Matching color and length with oncoming traffic has you phase through them, surviving for a little while longer.

Made in Unity.


Stop Arguing with yourself

An avid Oblivion fan both hates and loves the persuasion dialogue system. This prototype took an absurd take on said system where both you and your opponent take damage on chosing a topic to talk about, but some topic deal more damage to your opponent than others. A multiplier can be stored to deal massive amounts of damage, but be careful, it does a lot of damage to you too. The balancing of said multiplier with available health was the core of this idea.
Made in Unity.
Simon’n’Dodge

My entry to the Game dev category for the Rookies 2024. Both an audio implementation and a game flow prototype to test my skills.
The game has you solve simon says sequences while dodging patrolling robots. The player is able to distract the robots by throwing bombs that emit sounds.

Made in Unreal Engine 5 and Blueprinting


DUN’ DRANK

The very first Unreal Engine prototype I made. The game has you control a enthousiasticly drunk art thief that is unable to walk in a straight line while lifting objects. Grabbing or lifting objects is done by continously holding down left mouse button, and as this is a night scene a flashlight is activated by continued right mouse button. Holding both in tandem along with the chaotic movement was absurdly fun.
Made in Unreal Engine and Blueprinting.



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©2024 Wouter D.
EST. 2023