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Nikolaj de Haan

@audiobits.pro

Danish sound design @coatsink.comπŸ‘¨πŸ»β€πŸŽ€Music with @anoint-band.bsky.social. Previously Destiny 2, @NickBrawlGame, @Eddaheim, #TABG, and more

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03.07.2023
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Latest posts by Nikolaj de Haan @audiobits.pro

Thank you Jordan - it really is, and also sometimes quite a frustrating process when you're stuck, but I guess that is just a fun part of the learning experience πŸ˜… Kinda simulates working with a stubborn audio director who wants something extremely specific very limited space for your own creativity

10.03.2026 17:16 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Sometimes I feel like recreating things like this just requires a ton of random experiments until you find something that works (like the jet engine). I am curious how other people would have approached this challenge?

10.03.2026 09:57 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

Also Sorry about the crackling and slightly distorted mic - should have checked that like a pro before recording the video

10.03.2026 09:57 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

The video is a kinda detailed breakdown of how I approached the designs in Reaper.

Apologies for a bit of waffling while explaining the process - creative rabbit holes can be hard to describe succinctly πŸ˜…

10.03.2026 09:57 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Early in the production of Men in Black: Most Wanted I knew we would include the iconic HQ fan room and elevator ride. To be one step ahead, and as a fun experiment, I tried recreating the sounds from the movie so we would have something ready once the scene would make it into the game.

10.03.2026 09:57 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Men in Black: Most Wanted - HQ Giant Fan Entrance and Elevator Ride Sound Design
Men in Black: Most Wanted - HQ Giant Fan Entrance and Elevator Ride Sound Design YouTube video by Nikolaj de haan

How I used recordings of a tortured piano and a jet engine to recreate the Men in Black HQ entrance.

Working with an established IP often means some fun reverse-engineering challenges, which can be a great way to practice sound design.
#gameaudio #sounddesign

10.03.2026 09:57 πŸ‘ 3 πŸ” 0 πŸ’¬ 1 πŸ“Œ 1
Preview
Game Audio Playthrough #47 - LEGO Voyagers, Thu, Feb 26, 2026, 6:30 PM | Meetup πŸ†**Winner of the Best Audio award at SpilPrisen 2026 – LEGO Voyagers** πŸ† We are proud to present a game audio playthrough featuring the award-winning sound design of LEGO

Next Game Audio Playthrough event will be with Adam Zacho, sound designer on LEGO Voyagers, which just won the Best Audio award at SpilPrisen 2026.

The event will take place on February 26th 2026 at Vesterbrogade 19 in Copenhagen.

Sign up at: www.meetup.com/game-audio-p...

#dkgame #gameaudio

15.02.2026 17:32 πŸ‘ 6 πŸ” 3 πŸ’¬ 0 πŸ“Œ 0
Post image Post image Post image Post image

I'm looking for 3D art commissions!
After grinding full-time unpaid on my own game for months now, I have to make sure my ship doesn't sinkπŸ™‚
I specialise in retro graphics, PS1 and PS2, but can do everything else. Characters, cars, env, weapons, you name it.

06.02.2026 11:07 πŸ‘ 246 πŸ” 91 πŸ’¬ 2 πŸ“Œ 1

Yeah they have a killer audio team at Geometric. In case you didn't already know, 100 % of the audio in Cocoon is synthesized

27.01.2026 14:57 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
Recursive Outboard Processing
Recursive Outboard Processing YouTube video by Marc Hasselbalch

A continuation of my foray into recursive processing, this time using outboard gear and a custom Reaper script to automate the process.

www.youtube.com/watch?v=r8wl...

#gameaudio #sounddesign

23.01.2026 09:40 πŸ‘ 5 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

Curious if anyone else has similar game inside a game experiences?

23.01.2026 09:49 πŸ‘ 2 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

If I remember correctly, this was also one of the rare cases where sound design was done before any art, and I believe our wonderful concept artist @alisondesignit.bsky.social even took inspiration from the audio when creating her cool concept for the game.

23.01.2026 09:49 πŸ‘ 4 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

I’m particularly happy with how the β€œenemy” sounds turned out. Those were made by importing random binary files using β€œImport Raw Data” in Audacity, then processing it with convolution. Playing these with a higher spawn rate based on distance somehow made them feel quite threatening to me.

23.01.2026 09:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Both to improve player feedback and to make it feel more like you were actively playing something. That manual panning was then mixed with the normal spatializer handing panning based on the objects’ positions in the actual game world. Surprisingly the combination panned out quite well.

23.01.2026 09:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

The hacking minigame in Men in Black: Most Wanted was essentially a game playing inside a VR game. Working with spatialization became especially interesting in this context, and I ended up manually applying panning to the minigame elements based on their position relative to the bug character.

23.01.2026 09:49 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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Spatialization becomes funky when you’re designing a game inside another game (FMOD breakdown at end of the video) #gameaudio #sounddesign

23.01.2026 09:49 πŸ‘ 34 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0

- "Permanent Notes" - a place for things I want to keep for the entire project, like small personal guides or lists of larger-scope ideas.

Curious if other people are doing something similar or smarter? #gamedev #gameaudio

20.01.2026 12:31 πŸ‘ 4 πŸ” 1 πŸ’¬ 0 πŸ“Œ 0

- "Scratch Pad" - for quick, messy notes (for example from meetings). Each note has an Archived checkbox, when checked it hides the note in the β€œDone” tab so I only see what’s still relevant.

20.01.2026 12:31 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

- "Kanban Board" - for tasks sorted by status. This isn’t a replacement for Jira, but a personal space where I can track small things like β€œtalk to IT about VPN on laptop,” or unload creative ideas related to specific design tasks.

20.01.2026 12:31 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
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This is how I somewhat keep myself sane when navigating lots of busy projects. Having a consistent note system across all of them is something that really helps my aging brain. I use AnyType for this with a project template that I always start from. The template consists of three main elements 🧡

20.01.2026 12:31 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Thank you Allan!

17.01.2026 18:29 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

That makes sense, from my experience VO pipeline is extra hard because so many departments touch it, so it can be tricky to figure out who "owns" it and decide how things are done

16.01.2026 16:29 πŸ‘ 0 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0
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Always satisfying when you can build a design using only source material created early in production
That was the case for one of my favorite weapon mods in Men in Black - the shotgun shield
Shoutout to Aaran Burnett and @raulpla.bsky.social for making the shield look great!
#gameaudio #sounddesign

16.01.2026 12:58 πŸ‘ 12 πŸ” 2 πŸ’¬ 0 πŸ“Œ 0

I remember you mentioning this in a podcast some months ago, and it was quite inspiring. Mad me want to try tackling an annoying VO pipeline issue we had by writing some FMOD editor scripts which definitly wasn't flashy πŸ˜…

16.01.2026 09:14 πŸ‘ 1 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Would love to see what other scripts people are building around FMOD?

Shoutout @idosounddesign.bsky.social for the initial idea behind the validation script!

15.01.2026 11:55 πŸ‘ 1 πŸ” 0 πŸ’¬ 0 πŸ“Œ 0

The video is kinda long and rambly, but I tried to sprinkle in a few stupid nuggets to keep it from being completely dry.

I hope we’ll see more knowledge sharing around FMOD scripting, and that FMOD will publish more resources.

15.01.2026 11:55 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

- Validation on bank build (checking mixer routing and event/parameter names)
- Automatic add/remove of occlusion user property based on master track automation
- Automatically color children from parent
- VO name comparison between FMOD and the spreadsheet used in-engine

15.01.2026 11:55 πŸ‘ 2 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0

Since there doesn’t seem to be much documentation or shared knowledge out there, I put together this video demo.
The four scripts covered in the video:

15.01.2026 11:55 πŸ‘ 0 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0
Four examples of FMOD Studio editor scripts
Four examples of FMOD Studio editor scripts YouTube video by Nikolaj de haan

I wish I'd been able to find more examples of FMOD editor scripts, so sharing some I made for Men in Black: Most Wanted
While working on the game, I ended up writing a handful of FMOD editor scripts that saved a lot of time.
#gameaudio #gamedev

15.01.2026 11:55 πŸ‘ 17 πŸ” 1 πŸ’¬ 1 πŸ“Œ 0
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As someone who was a kid in the 90s, I had a lot of nostalgic fun working on time specific sounds in Men in Black: Most Wanted set in the same era. Nothing flashy about it, but I really enjoyed trying to make interactions with stuff like VHS tapes feel tactile and how I remember them #sounddesign

14.01.2026 13:53 πŸ‘ 6 πŸ” 0 πŸ’¬ 1 πŸ“Œ 0