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








Senior expertise in your sprints within weeks — accelerating delivery and clearing the bottlenecks that can slow a production down.
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.
Design and implementation from the same senior hands — complementary expertise spanning the full range a shipped title demands, from first sound to in-engine.
Elite audio craft raises the ceiling on your game — the depth and polish players feel, integrated seamlessly with the team you already have.
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.
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.
The senior who designs the sound implements it in your build. No handoff, no translation layer, nothing lost between the idea and the game.
Event flow, RTPC and states, MetaSound graphs, Blueprint audio, FMOD. We speak the systems your audio has to live inside — correctly.
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 WwiseAudio 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.
Original, bespoke assets built around your creative and technical requirements from day one. Field recording, sourcing, layering. No stock, no generated audio, ever.
Wwise event logic, RTPC and states, MetaSound graphs, animation tagging, Blueprint audio — by the same hands that designed it. No translation layer.
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.























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.

Senior sound design and original music across combat, character and cinematic work — part of the core that carries every project.
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.
A defined deliverable or a bounded polish pass — design only, implementation only, or integrated. The simplest way to try us.
Reserved days per month, from an early pre-production touchpoint to a full-time embedded senior designer. Priority scheduling, sprint-aligned.
A fixed-scope package — a vertical slice, a feature, a trailer, a content drop — quoted against your milestone plan.
Scoping call within 48 hours · Typical start 2–3 weeks from signed SOW · Rate card on request · NDA-first




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.
Creative, quality-focused and reliable. A great manager, inspiring as a creative and audio lead. I'd happily work with him again.
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.
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.
He knows what he wants and gets it fast, and to a high quality standard. A brilliant collaboration on Hitman: Absolution.
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.
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.
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.
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.
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.
Scoping call within 48 hours; typical start 2–3 weeks from a signed SOW.
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.
You'll hear back from Carsten himself, within one business day. NDA-first, always.
Scoping call within 48h · Rate card on request · NDA-first