Thea R. Hundebøl - Audio Designer

Thea R. Hundebøl

Audio Designer

Aarhus, Denmark
10+ years experience

About Me

My journey into sound began over 12 years ago when I took my first course in sound engineering. What started as a curiosity quickly grew into a passion, leading me to explore sound in many forms — from music and branding to short films, interactive experiences, and game audio.

I built my foundation in recording and mixing as a sound engineer assistant at Århus Lydstudie, a recording studio in Central Jutland, Denmark. There, I gained hands-on experience with microphones, signal chains, mixing, and the craft of bringing music to life. I went on to study Musicology and later Audio Design at the university in Aarhus, graduating in 2019 with a solid understanding of sound theory, interactive audio, and design.

Alongside my studies, I worked on short films and performed as a bassist in a party band. Music has always been a big part of my life — I’ve played piano, guitar, marching snare drum, and violin since childhood. As a student, I also completed several internships: I spent a semester in the US learning about audio branding, developed interactive installations at the main library Dokk1 in Aarhus, and wrote my thesis on user experience for the audio company awe.

In 2020, I joined the creative studio Set Snail, where I designed audio for games and digital experiences. I currently work as an Audio Designer at Crytek, contributing to the FPS game Hunt: Showdown 1896, while running my own freelance company, Purple 8 Sound, on the side.

Whether it’s crafting detailed sonic identities, building interactive audio systems, or recording in the field, my goal is always the same: to create sound that enhances the experience — with a strong focus on the user.

In the Field

In the Field

Just walking the prairie with my mic

In the Barn

In the Barn

An a-muuuh-sing recording session

In the Auditorium

In the Auditorium

Sharing my knowledge

Quick Facts

Years Experience in Audio:12
Years Experience in Games:5
Number of Mentees:3
Favorite Genre:Simulation
Closed JIRA Tasks:300+
Coffee Consumed:
Number of Bugs Created:0

Technical Skills

Engine

Cryengine
Unity

DAWs

Pro Tools
Nuendo
Reaper

Middleware

Wwise

Audio Software

Max/MSP
Izotope RX
Fabfilter

Specializations

  • Sound Design
  • Implementation
  • Mixing
  • Field recording
  • Studio Recording
  • Music Editing
  • Testing
  • Prototyping
  • Design Thinking

Work Experience

Audio Designer

Crytek • 2022 - Present

I work full time on the game Hunt: Showdown 1896, where I handle sound design for new events and various gameplay features, and implement them in Wwise and CryEngine.

This has involved several full-cycle sound design projects — for example, recording, editing, and implementing a realistic cow, as well as designing and integrating a complex river system for our newest map.

I’m the feature owner for Live Events and Character & Weapon Cosmetics, which means I’m responsible for the overall audio quality in these areas. I work closely with cross-disciplinary teams and report to the audio team and directors to ensure consistent creative vision and technical execution.

As part of our ongoing development, we write documentation, playtest multiple times a week, explore new audio ideas, and actively optimize our systems to improve performance and player experience. All creative marketing is handled in-house, and I’ve contributed to several trailers by creating sound design, music editing, and mastering the final mixes.

To support and grow our team, I provide feedback to team members throughout the design process, run internal workshops, and mentor junior designers and interns.

Founder and Audio Designer

Purple 8 Sound • 2022 - Present

I often work as a freelancer on projects such as video games, game trailers, and apps. In these projects, I design sound identities, edit recordings, develop audio systems, and write implementation guides for developers to integrate sound into digital experiences. My approach is especially centered on research and iterative design, ensuring each project is creatively impactful.

Audio Designer, Project Assistent, and Office Manager

Set Snail • 2019 - 2022

At the creative IT studio Set Snail, I worked as Audio Lead and solo Audio Designer for their digital experiences. I conceptualized, designed, and implemented audio for games, virtual conferences, and apps.

During periods with fewer audio demands, I supported the team and management in areas such as external communication, event coordination, fundraising, recruiting and onboarding, as well as content creation for social media.

Audio Design Reseacher/Master Thesis Student

awe • 2019

At awe I did my masters thesis on digital media, sound and user experience. I examined different solutions for the virtual reality experience STARGAZER, to investigate how audio affected the user experience.

STARGAZER was designed to make the user do rehabilitation exercises with their neck. The game is a good example of how video games and audio can solve problems like slow restitution due to too little rehabilitation.

Sound Design Intern

Digital Vendetta Productions • 2018

I spent a semester abroad in Yakima, WA, USA, where I worked at a media and branding agency that produced content for local agricultural businesses and other companies in the area. I spent many hours in apple orchards and hop farms with a video camera and microphone, capturing footage and interviews.

During this time, I gained hands-on experience with video interviews, video editing, audio branding, music videos, and branding strategies.

Sound Design Intern

Dokk1 • 2018

At the main library Dokk1, I used their music department as a case study for my course “Sound and Music as Design, Communication and Branding.” Together with two fellow students, I led a project as project manager, exploring how sound and interactive experiences can influence users’ perception of the music department and its role within the library.

We designed and prototyped a series of interactive digital installations, including the “Sound Portal,” which marks the entrance to the music department, and the “Cover Player”, which brings vinyl records to life through hand gestures.

The project relied heavily on Design Thinking methodologies, Max/MSP, light coding, and Arduino setups.

Part Time Sound Engineer Assistant

Aarhus Lydstudie • 2013 - 2015

At the recording studio Århus Lydstudie, I worked with local bands and artists, producing demos and albums. I often assisted other sound engineers and producers during recording sessions. This is where I gained my core experience in music recording, microphone setup, mixing, client interaction, and developed valuable insights into the music industry.

Education

Master in Digital Design (Audio Design)

Aarhus University • 2017 - 2019

At the Master’s program in Audio Design, I studied core theory and practices related to the production and design of digital audio. My coursework covered sound for audiovisual media, interactive audio, soundscape theory and methodology, as well as sound as a tool for design, branding, and communication.

Bachelor of Arts in Musicogy and Digital Design

Aarhus University • 2014 - 2017

I hold a Bachelor’s degree in Musicology, where I studied compositional music from the Baroque era to the present day. The program focused primarily on music theory and history, but also included practical training through piano, vocal, and band lessons, as well as courses in sound production, music culture, and sound communication. In addition, I completed two semesters in Digital Design, where I explored theories and methods within design thinking, interactive design, and digital aesthetics.

Speaking Engagements

Panelist at "Immersive Sound Symposium #2"

Rythmic Music Conservatory (Copenhagen) • 2025-04-11

Participated in the panel discussion "Technology and Innovation"

Game Audio Playthrough - "Hunt: Showdown 1896"

Game Audio Denmark • 2024-12-12

1 hour presentation and QA on the dark world of "Hunt: Showdown 1896" and its detailed sound design on gunshots and ambiance.

Micro Talk for Game Audio Denmark

Nordic Game Jam • 2024-19-04

15 minute talk on using Wwise as a design tool when developing game features

Talk on AAA Game Audio

Create Jam • 2024-30-03

2 hour lecture with the title "An AAA Approach on Pre-Designing Game Sound Effects"