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Player-Focused
Audio Design

Premium Audio Partner For Ambitious Game Development

Award-winning audio design, direction & implementation

We don't just make sounds. We design how sound behaves in your game

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

Great partnerships are built on trust. These are some of the teams that have trusted us with their work.

Bungie
Ubisoft
IO Interactive
NetEase Games
Ready at Dawn
Probably Monsters
Tencent
Keywords Studios
Selected workShipped at the highest level and commitment, and shaped to fit teams and productions of every size, style and requirement.
Nekome: Nazi Hunter
In development
Probably Monsters · Sound Design
Nekome
Nazi Hunter
Sound design and implementation for gameplay combat audio, cinematics and promotional trailers.
Crimson Moon
Probably Monsters · Sound Design
Crimson Moon
Creature-ability sound design, cinematic audio and trailer sound.
Destiny 2: Monument of Triumph
Bungie · Sound Design
Destiny 2
Monument
Weapon design across 20 weapons and cinematic audio.
Last Sentinel
Cancelled
Tencent · Weapon & Combat Sound
Last Sentinel
Player and NPC weapon sound design, combat systems, and melee & finisher design.
Destiny 2: Renegades
Bungie · Sound Design
Destiny 2
Renegades
Weapon sound design, combatant abilities and cosmetic content.
Ire
Probably Monsters · Sound Design
IRE: A Prologue
Original creature vocalisation and horror atmospheric design.
Destiny: Rising
NetEase Games · Mobile Sound Design
Destiny
Rising
Mobile sound design and interactive audio for the Destiny universe.
Destiny 2: Edge of Fate
Bungie · Sound Design
Destiny 2
Edge of Fate
Weapon sound design and cinematic audio.
Destiny 2: The Final Shape
Bungie · Sound Design
Destiny 2
The Final Shape
Weapon design and cinematic audio for the Destiny 2 finale.
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.
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.
Destiny 2: The Witch Queen
Bungie · Sound Design
Destiny 2
Witch Queen
Weapons, Hive Guardians and Throne World environments.
Far Cry 6
Ubisoft Toronto · Co-Audio Direction
Far Cry 6
Co-audio direction and sound design for the Special Operations DLC.
Destiny 2: Shadowkeep
Bungie · Sound Design
Destiny 2
Shadowkeep
Hive creature vocalisation and the oppressive Moon soundscapes.
Destiny 2: Forsaken
Bungie · Sound Design
Destiny 2
Forsaken
Weapons, enemy archetypes and the Tangled Shore & Dreaming City.
Destiny 2: Warmind
Bungie · Sound Design
Destiny 2
Warmind
Weapons, Hive enemies and Rasputin's arctic stronghold.
Destiny 2: Curse of Osiris
Bungie · Sound Design
Destiny 2
Curse of Osiris
Finisher audio and cosmetic sound design.
Destiny 2
Bungie · Lead Sound Design
Destiny 2
Award-nominated sound design across multiple major expansions.
Lone Echo
Ready at Dawn · VR Sound Design
Lone Echo
Spatial audio for the acclaimed zero-gravity VR experience.
Deformers
Ready at Dawn · Sound Design
Deformers
Distinctive character audio and dynamic movement/ability sounds.
The Order: 1886
Ready at Dawn · Audio Direction
The Order
1886
Full audio direction and cinematic sound design.
Wolfenstein: The New Order
MachineGames · Sound Design
Wolfenstein
The New Order
Sound design on the AAA shooter reboot, built on id Tech 5 at MachineGames.
BattleBlock Theater
The Behemoth · Sound Design
BattleBlock
Theater
Sound design for gameplay and cutscenes.
Hitman
IO Interactive · Sound Design
Hitman
Tension-driven audio systems and signature weapon design.
Venetica
Deck13 · Sound Design
Venetica
Sound design for the action-RPG set in a dark fantasy Venice, from the early Dynamedion years.
Reich
Cancelled
Ignition Florida · Sound Design
Reich
Sound design for an ambitious alternate-history FPS on Unreal Engine 3, cancelled before release.
Sacred 2: Fallen Angel
Ascaron · Sound Design
Sacred 2
Fallen Angel
Sound design for the sprawling open-world action-RPG, from the early Dynamedion years.
Söldner-X: Himmelsstürmer
SideQuest Studios · Sound Design
Söldner-X
Himmelsstürmer
Sound design for a side-scrolling sci-fi shoot ’em up, one of the earliest titles in the catalogue.
The Show
Related Designs · Sound Design
The Show
Sound design for the early action-strategy title, from the very start of the catalogue.
Why studios choose usSenior expertise in service of your game, slotting into the team you already have, and helping it be recognised for great audio.

Raise the ceiling

Normal is nothing to aspire to. We create original audio that gives your game a distinct identity and makes every moment feel deeper, sharper and more memorable.

One team, start to finish

Creative and technical audio belong together. The same senior team designs, implements and refines your sound, from the first idea to the final in-engine experience.

Move faster, stay ambitious

Get experienced audio specialists into production when you need them. We integrate quickly, solve bottlenecks and help your team move forward without compromising the work.

Scale without losing quality

Audio needs change throughout development. Our team scales with your production, adding capacity during demanding milestones while protecting quality, consistency and creative direction.

Why we’re here

We work for game developers, the people who make games and pour everything into them, and everything we do is in service of your goals. We're here to push what your game's audio can be and help your studio be recognised for it. Great games come from people who sweat every detail, and sound is one of the things players remember most, and we do this because we genuinely love the craft.

Whether you have a full audio department, one designer carrying the load, or no audio team yet, we bring senior expertise to your side and put it entirely behind your vision, not a vendor you brief across a wall, but part of your team, helping you get there with leadership, extra capacity, and real ownership of the hard systems, exactly where they're needed.

Why the foundation matters

Design is half the job.

Beautiful assets alone do not make a game sound great. Sound comes alive through implementation, systems and audio programming that connect creative intent directly to gameplay. We build that foundation to be expressive, dependable and ready to scale.

Not just assets

Designed and built by the same team

The people shaping your sound also bring it into the game. Fewer handoffs, less creative translation and a clearer path from the original idea to the player experience.

Built around your technology

Fluent in your audio stack

Wwise, Unreal, MetaSounds, FMOD, Blueprints and custom audio tools. We build adaptable systems that support today's production and tomorrow's needs.

Verified in production

Proven inside your game

We validate playback, performance, memory, streaming, voice counts and mix behaviour in the target build. What we deliver is tested, dependable and ready for production.

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

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

One team. From design to ship.

The same senior team carries your audio from creative direction through implementation and final in-engine validation. That continuity protects the original idea, reduces production friction and keeps every decision connected to the player experience.

Design

Original sound shaped around your game, its world and its mechanics. From field recording and source creation to layering, systems and creative direction, every decision starts with the experience you want players to feel.

Implement

We build the sound directly into your production using Wwise, Unreal, MetaSounds, FMOD, Blueprints and custom tools. Creative and technical decisions stay connected, with no unnecessary translation layer.

Validate

We test playback, performance, memory, streaming, voice counts and mix behaviour inside the target build. The result is dependable audio that sounds right and performs properly in the game.

Built into your pipeline, aligned with your cadence and present throughout production. You retain final creative ownership. We strengthen your direction and help carry it across the finish line.

Fluent in your pipeline WwiseUnreal MetaSoundBlueprint AudioFMODPerforceJiraSlack
The core 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 team that genuinely loves this craft, works directly alongside yours, and stays close to the game from first sound to ship.

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.
Field recording and original source
Original source processed through analogue class-A outboard gear. We capture our own audio recordings and build bespoke libraries, so your game's sound is unique and special.
Secure infrastructure
Secure infrastructure. We keep your projects inside an environment where nothing leaks to the outside world. We take great care to make sure your data stays secure.
What clients sayFrom audio directors, producers and creators who care about building wonderful worlds.

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
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
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
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
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
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
Wilbert Roget, II
Composer · Games & Film
News & EventsShipped titles, talks, and the shows where we meet the teams we work with.
View all news & events →
Questions we often hear
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, and the vision is set. We don’t need another cook in the kitchen.

Great. We leave the ego at the door. Most of our work sits alongside an in-house lead to empower your team: we extend the team, take execution load off their plate, and support their direction. Final sign-off always stays with you.

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 quickly can we begin?

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 game

Let's talk.

Tell us what you're building and where you want your game's audio to take players. You'll hear back from Carsten himself within one business day, NDA-first, always.

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