GAME DEVELOPMENT / 2025
Developed during GameDevWeek 2025 over seven days. A machine-dense builder where the audio has to carry the state of the whole factory without ever becoming noise.

Dozens of machines run at once. Every belt, sorter and sawmill needs to be audible enough to read at a glance, yet the combined mix has to stay listenable across a long session.
Sound design alongside David Leonhards: machine loops, material and interaction cues, and level balance so a functioning production line sounds satisfying while a jammed one sounds wrong.
A finished jam release whose audio doubles as feedback — players can hear when the line stalls before they see it.