Hey, I’m Joel
Technical Audio Designer & Audio Programmer | Crafting immersive audio experiences through design and technology
Joel Sings
An interactive music performance demo inspired by Alan Wake II's "We Sing" scene.
Voice-synced lighting & video
Spatialized vocals using Wwise
Audio-controlled visual effects
Demeo x Dungeons & Dragons: Battlemarked
I am currently working on audio systems and tools for Demeo x Dungeons & Dragons: Battlemarked, focusing on scalable solutions for the game's VO and abilities. My work includes:
Developing tools that help sound designers implement and refine audio efficiently.
Building scalable systems to manage large volumes of voice-over and ability sounds dynamically.
Occasionally contributing to sound design, expanding my skill set beyond programming.
Since the project is still in development, my role continues to evolve as new challenges arise.
Sound Playground
An experimental audio sandbox built with Wwise C++ API integration.
Wwise Spatial Audio
Visuals synced to music
Adjustable playback speed of music
Car engine SFX
Theremin Hero
Created during a game jam, this VR project is an experimental musical experience where players control pitch, volume, and vibrato using only hand tracking. Inspired by the theremin, it transforms intuitive gestures into expressive sound, creating a virtual instrument you can play in space. Developed in Unity with Wwise, the project let me explore the intersection of musicality and real-time audio programming within a tight jam setting.
BirkenRock
For this game jam project, I created a mixed reality dance game where the player uses Meta Quest Pro controllers strapped to their slippers to track foot movements. The gameplay is inspired by Dance Dance Revolution, with colored squares moving in front of the player. The objective is to step on the corresponding footplates when the squares reach the center. This project focused on motion tracking and interactive gameplay to create a fun and engaging experience.
Spatial Ops
I implemented key audio features in areas such as weapons, dialogue, and spatial audio for this mixed reality FPS. With a large amount of weapons and dialogue in the game, I developed scalable and structured systems to ensure seamless integration and performance, enhancing the overall immersive experience.
Racket Club
I worked as an audio programmer on this game; implementing audio features connected to physics, dynamic music, voice chat. One feature I’m especially proud of is how the racket “whooshes” as you swing it through the air.
Hello there,
I’m Joel Schultz, a technical audio designer and programmer with a passion for creating immersive auditory experiences in games.
Currently, I’m part of the audio team at Resolution Games, where I develop and refine audio systems, tools, and workflows to enhance game soundscapes. My role bridges the gap between sound design and technology, ensuring that audio systems are both technically efficient and creatively inspiring. I have hands-on experience with audio middleware such as Wwise and FMOD, along with strong proficiency in C++ and C#. Collaborating closely with sound designers, programmers, and other disciplines, I focus on crafting scalable, flexible solutions that empower teams to bring their audio visions to life.
I love exploring new ways to push interactive audio forward — whether by designing intuitive implementation workflows, optimizing audio performance, building audio-driven haptic feedback systems, or finding creative solutions to technical challenges. I’m always eager to experiment and innovate, ensuring that audio contributes meaningfully to the player’s experience.
I’m also an empathetic and team-oriented person who values inclusivity and collaboration. Creating a positive, supportive environment is important to me, and I always strive to foster a workplace where creativity and technical excellence can thrive.
Beyond my professional work, I have a deep love for music. In my spare time, I am an independent country and Americana artist, blending my technical expertise with my artistic passion.