Man looking at a large screen displaying black-and-white photos of people with distorted faces arranged in circles around the word 'demute'.
Game Audio works in conjunction with all game departments
At Demute, we focus on embedded collaboration and cross-discipline training for our leads. A broader understanding of game development helps us contribute audio that fits naturally into the overall production and benefits the player experience.
Demute team discussing Reaper workflows

We work as a collective of leads, rather than a top-down company.

That means our studio stays inspiring, fun, and full of fresh ideas, whether we’re crafting audio, solving complex problems, or bringing new perspectives to the game teams we collaborate with.

Each of our leads is deeply passionate about sound and games, across different genres, with a unique skillset and a love for sharing and learning

Walter Fiorini
Creative & Tech Audio Lead

I'm a Kinder Bueno expert. I can tell exactly when my team needs it, and I always provide.

Other than that, I also:

  • Design Colorful Sound Design
  • Understand complex production workflows
  • Walk around with a VR headset

A highlight? Making a AA game in full Unreal Audio before it was cool.

Anthony Deneyer
Creative & Tech Audio Lead

If I'm not answering, I'm probably playing Path of Exile.

But during the day, you can find me:

  • Growling & Designing Creatures
  • Vibe coding my latest Reaper tool
  • Deep diving in search of THE plugin
  • Doing foley for my next soundbank

A highlight? The Ambiance Creator, a tool to create and preview soundscapes for games directly in Reaper.

Karlo Radman
Creative Audio Lead

A ping pong meeting? I'm your guy.

When I'm not sweating, you can find me:

  • Designing Combat & Sci-Fi audio
  • Turning a creative vision into a clear audio direction
  • In the studio for late electronic music sessions

A highlight? Leading grunt recording sessions with strong character directions.

Robin Butel
Audio Programming Lead

I’m a Dungeon Master. Yes, that applies to Unreal audio.

When I’m not battling Blueprints, I’m:

  • Building Unreal Presets & Patches
  • Designing science-fiction sound
  • Leading Demute internal training

A highlight? Giving a GDC talk on communicating gameplay information through sound.

Renaud Barne
Audio Producer

When I’m not destroying my colleagues at TowerFall, I am:

  • Juggling multiple hats as an Audio Producer
  • Directing voice production for games and trailers
  • Overseeing Audio QA

Highlight? Giving a talk at GDC on how Audio QA can help improve sound design.

Florian Heynen
Audio Programming Lead

Debugging other people’s games gave me the urge to build my own. Besides my upcoming co-op game, I’m:

• Implementation strategies for mobile games
• Voice chat systems in Wwise & Unreal
• The first haptics authoring tool for Reaper

A highlight? Delivering the first head-tracked spatial audio implementation between Apple and Wwise.

François Fripiat
Audio Director

When I’m not trying to be Michael Scott at Demute, I am:

  • The Audio Director of Demute
  • Programming with Max MSP & TouchD
  • Handling interactive and digital art projects
  • Constantly learning and challenging how we work

Highlight? Making sure people find their place at Demute and grow with the team.

Pablo Schwilden Diaz
Technical Director

When I’m not singing Hamilton at a metal karaoke night, I’m:

  • CTO and tool strategist at Demute
  • Writing my next chapter for the Game Audio Programming series
  • Organizing for the game audio programmers’ community

Highlight? Going from 0 programming background to low-level audio programming.

Our Values
Great Audio, not Great Egos

Iteration needs trust. We cultivate an ego-free culture where constructive feedback is welcome and risk encouraged. Peer reviews, open discussions and postmortems help us grow. We improve our work by keeping the space safe for experimentation.

Audio is not a Silo

Audio is strongest when built with each department. We understand each stage of game production and how it shapes sound design and audio systems. Our process is iterative and collaborative. We move in cycles, keep workflows lean, and refine when the timing is right.

A Polycentric Collective

The person closest to a project leads it, supported by their fellow teammates. Our structure gives each lead full ownership while keeping them closely connected to the studio they collaborate with. Producers step in as facilitators, not bottlenecks. This approach encourages engagement, develops soft skills, and keeps our collaboration transparent.

Specialists who Think Beyond Their Craft

Everyone at Demute is a specialist with a full understanding of the entire audio pipeline. This mix of expertise lets us design creative solutions, think technically, and adapt quickly. It also makes it easier for us to embed ourselves in teams and avoid production bottlenecks. Our specific skills are strengthened by our broader vision of game audio.

People First, Great Games Follow

People are well-intentioned and reasonable. We maintain an enjoyable work environment for our team and our clients. Great games come from people who feel respected and trusted. We match projects with passionate leads, encourage collaboration, amplify all voices and stay transparent. When people thrive, creativity follows.

Learning = Fun

Our industry moves fast and nothing is fixed. We dedicate time every week to learning new tools, attending courses, running workshops and exploring personal interests. This keeps us adaptable, inspired and ready for what comes next.

Together We Thrive

We grew thanks to the game audio community, from conversations to shared resources and conferences. We give back by teaching, speaking, releasing tools and supporting initiatives like the Game Audio Diversity Alliance and local game scenes. Demute exists because the community shares its knowledge, so we do the same.

Our journey of 10+ years of
Game Audio and Innovation
Demute game audio team member working on a VR game
2014
Born from Immersion

Founded around immersive and interactive audio, initially through VR and experimental work.

2016
Sound Design & Middleware

First game productions : sound design, foley, middleware implementation.

2019
Engine Integration

Direct work in engines, tighter control of the audio pipeline, closer gameplay collaboration.

2021
Full Audio Ownership

Start to operate as the full audio team on AA projects, from pre-production to ship.

2023
Systems & Tooling

Internal audio systems and tools scale to support multiple concurrent productions.

2025
North America

Montreal branch opens for time-zone alignment with american teams.

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