Portfolio
Hello! I’m Matthias Calis, I’m 32 years old and would describe myself as a game design generalist with a focus on audio and music. I’ve studied at Breda University of Applied Sciences (previously NHTV) where I started on a Indie course which allowed me to experience all aspects of game production (design, art, audio, and programming). Later during this study I’ve started to specialize in audio, music, and sound implementation. I’ve been employed as a DevOps Engineer for Savvii and Rootnet. Below you can find some of the projects I have worked on:
Bone Voyage (2019)

Bone Voyage is third person adventure game inspired by old classic adventure games with a modern twist. My role on this project was to work on the game’s ambient audio and music. I used Cubase for music composition and Reaper for sound design. Wwise was used to integrate the sound into Unreal Engine 4. Perforce and JIRA were also used during the production of Bone Voyage.
Technology
- Engine: Unreal Engine 4
- Audio Engine: Wwise.
- DAW: Cubase, Reaper.
- JIRA, Perforce.
Skills
- Sound design
- Composition
- Wwise/Unreal Engine integration using Blueprints.
- Recording session management & score prep.
48Hour Film (2018)
Part of the 2018 48hourfilm project. With just 48 hours to produce a short film I was responsible producing and mixing all the foley and sound effects in Cold Blood, Warm Blood. Since the sound could only be edited in once recording was completed the actual time to produce and mix assets was well under 24 hours.
The Red Stare (2017)

The Red Stare is a room-scale VR game about spying on communist spies from your apartment window. My role on this project was to design the game’s audio with a particular focus on ambient sound and the sounds of the many objects the player could interact with. The project contains a mixture of custom-recorded sound effects and sound effects constructed from sound libraries. Reaper and Cubase were used for the sound. The sound was integrated into the game using Wwise & Auro 3D for spatialized audio. Perforce and JIRA were also used during the production of Bone Voyage.
Available on Steam! Note, gameplay videos represent the audio more accurately than the trailer.
Technology
- Engine: Unreal Engine 4.
- Audio Engine: Wwise
- DAW: Cubase, Reaper.
- Binaural/Ambisonic audio through Auro3D.
- JIRA, Perforce.
Skills
- Field recording and field recording management.
- Wwise/Unreal integration.
- Researched and utilized binaural audio techniques for VR.
Faceless – Sound demo (2016)
Faceless is an indie horror game that was looking for sound designers in 2016. Upon request I edited audio to two gameplay videos (without any audio) provided by the development team.
Knickknacks – (various dates)
Listed below are some demos from various (game) projects that were cancelled, abandoned or otherwise left unfinished.
Bolt Storm – Kuality Games (2017)
In 2017 I formed a small student audio team to record and implement sound effect for various student game projects. One of the projects I supplied audio for was Bolt Storm. The demo below only demonstrates the crossbow, walking, and shattering effects. More sound FX were created and implemented (including ambience) but those files were unfortunately lost.
The Roost – Lumberyard (2016/2017)
The Roost was a project led by Matta Haggis and was intended to be a space horror game developed in the Amazon Lumberyard engine. Only two rough, early sound implementations/demonstrations have survived the test of time. Sound was implemented using Lumberyard’s script canvas.
Personal coding projects
In my free time I sometimes like to work on various coding projects like:
Personal music projects
I enjoy writing new music compositions using virtual instruments. Sometimes I write original music, sometimes I like to recreate existing pieces. I’m always trying to achieve the highest level of realism in my virtual music mockups. Below you can find a virtual recreation of Hedwig’s Theme from Harry Potter. No real instruments or musicians were used!