I’m a technical sound designer, developer, and musician. My path is a non-traditional, but very natural mix: I came into game dev and programming from engineering (aircraft engines). That background taught me to take complex systems apart into parts and rebuild them so everything works perfectly—whether it’s sound physics or code architecture.
I’m also a barista, so good code and dense sound design always happen with the perfect pour-over in the background.
- Programming languages: C#, Java
- Sound design & music: guitar, keyboards, analog synthesizers, FMOD, FL Studio, stem mastering
- Focus: DSP, spectral analysis, procedural sound generation, and live sound recording
Always open to interesting discussions at the intersection of code and sound, indie games, and recipes for great coffee.
I’m also open to collaboration and partnership offers—feel free to reach out.
Unlike many “visualizers” that only fake a reaction to sound, this project is a real spectrum analyzer. It captures system audio via WASAPI loopback and runs an FFT on the signal in real time, showing levels per frequency band.
Project repo: https://github.com/StGrikus/Audio-Spectrum-Test-Build
This analyzer is built to make spectrum feel “physical”: it transforms the incoming audio into frequency-domain energy and renders a stable dB scale with responsive smoothing.
- Real FFT math: band levels are computed from analysis (not decorative animation).
- Native capture: listens to what plays on the selected output device using WASAPI loopback.
Genre: Side-scroller roguelike
Setting: Ancient Japan with a Synthwave aesthetic.
Signature challenge: all sound design and music are synthesized exclusively with ACID V, to keep the game aggressive and recognizable—acid, but with a “dream logic” atmosphere.
Role: Technical Sound Designer
My main “engineer-to-audio” project and a starting point for technical sound design. It’s a serious team development that enabled deeper integration of audio middleware into game logic and inspired me to build my own tools and experiments.
FMOD Studio — the interface I work in (events, routing, mixing, automation)




