Shipped Games
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.
Contributing to sound design where needed to support and validate audio systems.
Spatial Ops
I developed core audio systems for Spatial Ops, focusing on scalable weapon logic, VO behavior, and real-time audio effects. My work includes:
Layered weapon-audio systems (spin, windup, firing, overheat) and perspective-dependent 1P/3P variants.
VO bark logic with per-spawn voice assignment and probability-controlled triggering.
DSP features such as bullet-time pitch reduction and explosion tinnitus/muffle states.
RTPC-based systems like drone motor speed modulation.
Occasionally contributing to sound design when needed.
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 Redesigns
ARC Raiders
Focus on environmental realism and spatial grounding: outdoor ambience, reverb behavior, distance, and world placement. Player movement and actions are designed to feel physically believable and consistent with a real outdoor acoustic space.
Threatening elements are shaped through motion, weight, and mechanical detail, prioritizing grounded realism over exaggerated sci-fi treatment.
Non-commercial portfolio work. All original audio replaced.
ARC Raiders is developed by Embark Studios.
Corepunk
Focus on readability and systemic clarity in a top down MMO context. Emphasis on ability feedback, combat timing, and spatial separation between characters, enemies, and the environment.
Sound design prioritizes clear player feedback and controlled density during combat, supporting long play sessions without fatigue.
Non commercial portfolio work. All original audio replaced.
Corepunk is developed by Artificial Core.
Personal Projects
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
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. 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, a technical audio designer working with sound design and real time audio systems for games.
At Resolution Games, I develop and maintain audio systems, tools, and workflows using Wwise, FMOD, and C#. My work sits between sound design and engineering, with a focus on middleware integration, gameplay driven audio behavior, and production ready implementation. I build audio tools and pipelines that scale across multiple projects and support designers with fast iteration and clear workflows.
I have worked on adaptive voice over systems, gameplay reactive music, event based sound effects, and audio driven haptics. I work closely with sound designers and programmers to make sure audio systems are reliable, flexible, and work well within real production constraints.
Outside of game development, I write and record music as an independent country and Americana artist, which influences how I think about tone, atmosphere, and musicality in interactive sound.
Open to full time roles and contract work.