Why Palm Tree How we work Work Engagements Team Book a call →

Player-Focused
Audio Design

The senior audio partner for ambitious game studios

Award-winning audio design, direction & implementation

We don't just make sounds — we design how sound behaves in the game

Audio on Destiny 2 · Avatar: Frontiers of Pandora · Hitman · Far Cry 6 · The Order: 1886 · Lone Echo

20+
Years shipping AAA
One
Senior owner, end-to-end
Original
Authored, never generated

The craft behind these titles — available directly to your team.

Bungie
Ubisoft
IO Interactive
NetEase Games
Ready at Dawn
Probably Monsters
Tencent
Keywords Studios
Why studios choose usElite senior expertise, integrated seamlessly into the team you already have.
01

Accelerate delivery

Senior expertise in your sprints within weeks — accelerating delivery and clearing the bottlenecks that can slow a production down.

02

Scale with production

Flexible senior capacity that scales with your production — more hands through the crunch, a lighter touch between milestones. Specialist expertise exactly when you need it.

03

End-to-end expertise

Design and implementation from the same senior hands — complementary expertise spanning the full range a shipped title demands, from first sound to in-engine.

04

Raise the ceiling

Elite audio craft raises the ceiling on your game — the depth and polish players feel, integrated seamlessly with the team you already have.

Built for modern game development

Game development is changing. Teams are more senior, more distributed, and more deliberate about where they invest — combining exceptional internal talent with trusted external specialists to build ambitious games.

Whatever a studio's audio setup — one designer, a full department, or no internal audio team yet — there are moments a project needs senior specialists who've shipped at the highest level: to lead a discipline, clear a bottleneck, or own a complex system end to end.

That's what we built Palm Tree Audio for. Not a vendor you brief across a wall — a senior partner who integrates into your pipeline and your team, brings elite capability exactly where it's needed, and makes an already-strong team stronger.

Why implementation matters

Most audio problems aren't design problems.
They're implementation problems.

A folder of beautiful sounds isn't a game that sounds good. The gap between the two is implementation — gameflow and event logic, parameter mapping, AI states and scripting, dynamic mixing, and in-engine behaviour — and it's where projects most often lose time, and where great sound is won or lost before it reaches the player.

Not just assets

Design + build, same hands

The senior who designs the sound implements it in your build. No handoff, no translation layer, nothing lost between the idea and the game.

Fluent in your stack

Wwise · Unreal · MetaSounds

Event flow, RTPC and states, MetaSound graphs, Blueprint audio, FMOD. We speak the systems your audio has to live inside — correctly.

Verified, not promised

Checked in your engine

Playback, memory budget, streaming, voice-count, mix perspective — validated in your target build before delivery. Production-safe by default.

"Palm Tree Audio's ability to design emotional audio and understand its implementation in-game is an asset to anyone creating games today."

Damian Kastbauer · Audiokinetic — makers of Wwise
How we work with you

One owner. Design to ship.

Audio doesn't break in design — it breaks at the handoff. When the same hands design the assets and implement them in your build, the decisions hold up in-engine and the work ships clean, first time.

Stage 01

Design

Original, bespoke assets built around your creative and technical requirements from day one. Field recording, sourcing, layering. No stock, no generated audio, ever.

Stage 02

Implement

Wwise event logic, RTPC and states, MetaSound graphs, animation tagging, Blueprint audio — by the same hands that designed it. No translation layer.

Stage 03

Verify in-engine

Playback, memory budget, streaming, mix perspective, checked in your target build before delivery. Production-safe by default.

Inside your pipeline, on your cadence — your sprints, your standups, your build. EU-based with reliable EU/NA overlap. Final creative sign-off always stays with you: we amplify your direction, we never override it.

Fluent in your pipeline WwiseUnreal MetaSoundBlueprint AudioFMODPerforceJiraSlack
Selected workShipped at the highest level — and integrated into productions of every size.
Destiny 2
Bungie · Lead Sound Design
Destiny 2
Award-nominated sound design across multiple major expansions.
Last Sentinel
Tencent · Weapon & Combat Sound
Last Sentinel
Player and NPC weapon sound design, combat systems, and melee & finisher design.
Destiny 2: Shadowkeep
Bungie · Sound Design
Destiny 2
Shadowkeep
Hive creature vocalisation and the oppressive Moon soundscapes.
Avatar: Frontiers of Pandora
Massive · Ubisoft · Audio Supervision
Avatar
Audio supervision and cross-studio Wwise integration across an open world.
Destiny 2: Lightfall
Bungie · Sound Design
Destiny 2
Lightfall
Finisher and cosmetic sound design.
Hitman
IO Interactive · Sound Design
Hitman
Tension-driven audio systems and signature weapon design.
Destiny 2: Warmind
Bungie · Sound Design
Destiny 2
Warmind
Weapons, Hive enemies and Rasputin's arctic stronghold.
The Order: 1886
Ready at Dawn · Audio Direction
The Order
1886
Full audio direction and cinematic sound design.
Destiny 2: Monument of Triumph
Bungie · Sound Design
Destiny 2
Monument
Weapon design across 20 weapons and cinematic audio.
Ire
Probably Monsters · Sound Design
Ire
Original creature vocalisation and horror atmospheric design.
Destiny 2: Forsaken
Bungie · Sound Design
Destiny 2
Forsaken
Weapons, enemy archetypes and the Tangled Shore & Dreaming City.
Deformers
Ready at Dawn · Sound Design
Deformers
Distinctive character audio and dynamic movement/ability sounds.
Destiny 2: The Final Shape
Bungie · Sound Design
Destiny 2
The Final Shape
Weapon design and cinematic audio for the Destiny 2 finale.
Far Cry 6
Ubisoft Toronto · Co-Audio Direction
Far Cry 6
Co-audio direction and sound design for the Special Operations DLC.
Destiny 2: The Witch Queen
Bungie · Sound Design
Destiny 2
Witch Queen
Weapons, Hive Guardians and Throne World environments.
No Rest for the Wicked
Moon Studios · Sound Design
No Rest
for the Wicked
Visceral combat and creature sound design for a hand-painted action-RPG.
Destiny 2: Curse of Osiris
Bungie · Sound Design
Destiny 2
Curse of Osiris
Finisher audio and cosmetic sound design.
Lone Echo
Ready at Dawn · VR Sound Design
Lone Echo
Spatial audio for the acclaimed zero-gravity VR experience.
Destiny 2: Renegades
Bungie · Sound Design
Destiny 2
Renegades
Weapon sound design, combatant abilities and cosmetic content.
Crimson Moon
Probably Monsters · Sound Design
Crimson Moon
Creature-ability sound design, cinematic audio and trailer sound.
Destiny: Rising
NetEase Games · Mobile Sound Design
Destiny
Rising
Mobile sound design and interactive audio for the Destiny universe.
BattleBlock Theater
The Behemoth · Sound Design
BattleBlock
Theater
Sound design for gameplay and cutscenes.
Destiny 2: Edge of Faith
Bungie · Sound Design
Destiny 2
Edge of Faith
Weapon sound design and cinematic audio.
Senior specialists who extend your teamA senior core, and a hand-picked bench that scales with the work.
Carsten Rojahn — Founder & Audio Director
Founder · Audio Director
Carsten Rojahn

Twenty years shipping the industry's hardest audio: Lead Sound Designer on Destiny 2 at Bungie, audio supervision on Avatar: Frontiers of Pandora, audio direction on The Order: 1886 and Lone Echo at Ready at Dawn, co-audio direction on Far Cry 6.

Award-nominated by GANG, MPSE, DICE and NAMM TEC. Every engagement is owned and signed off by Carsten directly.

Augustin Gressier — Sound Designer & Composer
Sound Designer · Composer
Augustin Gressier

Senior sound design and original music across combat, character and cinematic work — part of the core that carries every project.

The model
A bench that scales

Extended by a hand-picked bench of senior specialists — technical and additional sound designers, dialogue — briefed on your project before they touch it. We grow only in step with the work.

You get experienced hands every time, and never a stranger.

Why boutique matters: one senior owner, no account layer, no brief drift — a small, senior team that integrates directly with yours and stays close to the work, from first sound to ship.

Three ways to startAll low-commitment. The lowest-risk way to test the working relationship first.
Model 01

Day rate

A defined deliverable or a bounded polish pass — design only, implementation only, or integrated. The simplest way to try us.

No minimum term
Model 02

Retainer

Reserved days per month, from an early pre-production touchpoint to a full-time embedded senior designer. Priority scheduling, sprint-aligned.

Light · Standard · Embedded · Full-time
Model 03

Project

A fixed-scope package — a vertical slice, a feature, a trailer, a content drop — quoted against your milestone plan.

Fixed deliverable list · per SOW

Scoping call within 48 hours · Typical start 2–3 weeks from signed SOW · Rate card on request · NDA-first

Where it's madeAnd why it matters to your mix. A reference-grade room means you approve a mix once and trust it ships correctly on every platform.
Main workspace
The main room. 5.1 Genelec monitoring, four-screen setup — accurate, fatigue-free decisions.
Listening room
Dedicated listening room. Atmos monitoring and large-format playback for real in-game reference.
Outboard processing
Analogue outboard. Because AI can't touch this — hardware colour where it counts.
Studio location, solar powered
100% solar-powered, where the mountains meet the sea — a calm, quiet place to make loud things.
What clients sayFrom audio directors, producers and the makers of the tools we build in.

Your best choice for top-quality, passionate sound design. Palm Tree Audio's ability to design emotional audio and understand its implementation in-game is an asset to anyone creating games today.

Damian Kastbauer
Audiokinetic · Makers of Wwise

Creative, quality-focused and reliable. A great manager, inspiring as a creative and audio lead. I'd happily work with him again.

Derek Patterson
Lead Producer · Torpor Games

Palm Tree Audio represents the same passion, creativity, and attention to detail that made working with Carsten one of the highlights of my career.

Studios looking for a trusted audio partner will find a team that genuinely cares about making games sound extraordinary.

David Henry
Audio Director, Destiny 2 · Bungie

Working with Carsten on Avatar was a truly outstanding experience. His ability to bring fresh ideas and new perspectives significantly enhanced the project's overall quality.

Jef Aerts
Senior Sound Designer · Ubisoft

He knows what he wants and gets it fast, and to a high quality standard. A brilliant collaboration on Hitman: Absolution.

Mikkel Christiansen
IO Interactive · Hitman

One of the most creative and innovative sound designers I know — consistently my first recommendation for every project, in games and film. He overcomes any technical or creative obstacle.

Wilbert Roget, II
Composer · Games & Film
Questions founders ask
Can a boutique partner handle a title at our scale?

We're senior by design. One senior owner plus a hand-picked specialist bench means elite capability that scales to your project — and if a scope is bigger than we can hold to our standard, we'll tell you before the SOW, not during beta.

We already have an audio director / team.

Great — most of our work sits alongside an in-house lead. We extend the team, take execution load off their plate, and support their direction; final sign-off always stays with them.

Do you just deliver assets, or implement too?

Both — and honestly, it's our specialty and our favourite way to work with a team. The same senior hands that design the sound implement it in your build (Wwise, Unreal, MetaSounds) and verify it in-engine, so design and integration flow as one seamless process rather than a handoff. You get audio that already works in your build from day one — not a folder someone else has to wire in later.

We're fully remote / distributed.

So are we — and we believe remote is the future of how great games get made. We put everything into making it a seamless, genuinely collaborative partnership with the teams we want to succeed with: fluent in Perforce, Jira and Slack, with reliable working overlap across European and North American hours. Time zones aren't a problem for us — we thrive in them. Global collaboration is where the craft is heading, and we invest heavily in the tools and processes to master it and grow with its challenges.

How fast can you start?

Scoping call within 48 hours; typical start 2–3 weeks from a signed SOW.

Do you use AI-generated audio?

No — and we never will. More than ever, we believe originality and authenticity are what keep a player base engaged, and a game's sound is a huge part of what makes it stick. We don't use audio-creation AI tools, and we have no desire to. We love this craft, so we're doubling down on it: every sound we make is one hundred percent human — authored, recorded and cleanly owned by you — built to resonate with your audience and make your game stand out while others invest in the wrong direction.

Let's talk about your title

Let's talk.

You'll hear back from Carsten himself, within one business day. NDA-first, always.

Scoping call within 48h · Rate card on request · NDA-first