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 worked 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.
Designing and refining how VO is triggered, prioritized, and mixed in-game, including hands-on editing of VO assets when needed.
Occasionally contributing to sound design, expanding my skill set beyond programming.
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.
Home Sports
I’ve implemented dynamic and immersive audio systems for games such as pickleball, hockey, bowling, mini golf, and badminton, enhancing the social and competitive experience.
Gears & Goo
Contributed to the early audio integration work on Gears & Goo (Apple Vision Pro), supporting Wwise setup, foundational audio-system implementation, and initial VO/ dialogue-pipeline tasks.
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.
Hello there,
I’m Joel Schultz, an audio programmer and technical audio designer focused on building reliable, scalable audio systems for games.
I develop and refine audio systems, tools, and workflows at Resolution Games, working across Wwise, FMOD, C#, and C++. My work bridges sound design and engineering, with emphasis on middleware integration, system architecture, and production-ready implementation. I build audio tools and pipelines designed to scale across multiple projects, supporting designers with efficient iteration and clear workflows.
My experience includes adaptive voice-over systems, gameplay-reactive music features, event-driven SFX frameworks, and audio-driven haptics. I work closely with sound designers and programmers to deliver solutions that hold up under real production constraints.
Outside of game development, I also write and record music as an independent country/Americana artist.