Andrew Horning is an Audio Lead specializing in cinematic sound design, master-level dialogue, and interactive systems.

Featured Implementation: 1 Clip, 3 Dynamic Mood Environments

A technical and creative demonstration showing how contrasting compositional languages and sound design matrices completely reshape the player's emotional immersion within the exact same gameplay loop.

Project Spotlight: Thoughtfulls (In Active Development)

  • The Blueprint: A multi-genre cozy couch co-op video game built on the Godot engine, targeting native Steam and Linux-based physical handhelds.

  • My Mandate: Collaborating directly with the independent studio By The Book Games to execute a comprehensive asset overhaul for the game's initial RPG mode phase. My focus is systematically replacing early development placeholder audio with custom, high-fidelity sound design.

  • The Constraint: Sourcing, designing, and rendering all custom SFX to meet rigid platform optimization metrics, utilizing .ogg format compression to maximize disk-space efficiency without spiking low-spec handheld CPU limits.

PILLAR 1: INTERACTIVE AUDIO SYSTEMS & IMPLEMENTATION

Project 1: Non-Linear Logic & Generative Audio Engines (Pure Data)

  • The Context: Built and deployed custom interactive logic engines within the Pure Data visual programming environment to map external parameter control states to dynamic, fluid sonic generators.

  • The Netflix Translation: This work demonstrates a native understanding of non-linear audio asset behavior. Instead of designing sound inside static timelines, I write the computational rules for how sound scales, adapts, and evolves based on real-time engine variables—forming the exact foundation required to map dynamic state changes in FMOD Studio and Wwise.

Project 2: Real-Time Dynamic Parameter System: Star Wars Blaster Prototype

  • The Context: Developed an interactive, real-time sound design prototype testing rapid parameter tracking and systemic variation to emulate fluid sci-fi audio behavior.

  • The Netflix Translation: Proves an acute understanding of voice-limiting, asset banking, and the algorithmic distribution of sound effects to keep audio assets clear, punchy, and impactful under heavy game-loop playback constraints without exhausting mobile or console RAM.

Project 3: Neural Audio Synthesis: Machine Learning Frameworks for Real-Time DSP

  • The Context: Conducted independent technical research utilizing PyTorch and Long Short-Term Memory (LSTM) network architectures to model complex, non-linear analog hardware saturation with an optimized 0.0003 Error Surface Ratio (ESR) with zero latency.

  • The Netflix Translation: Netflix seeks an Audio Lead who can "collaborate with engineers to devise systems." This research proves I don't just use audio software; I speak fluent engineer, understand software constraints, and can work directly alongside Senior Gameplay/Engine Programmers to innovate proprietary in-house audio tools.

Project 4: Interactive Sound Design & Modular Explorations

  • The Context: A curated index of sound design sketches exploring advanced wavefolding, frequency modulation (FM), and signal processing across modular hardware and the SuperCollider-based Monome Norns platform.

  • The Netflix Translation: Highlights extreme creative versatility in generating distinct, catchy electronic soundscapes and custom wavetables perfectly aligned with dynamic UI menus, sci-fi atmospheres, or quick party game audio environments.

PILLAR 2: NARRATIVE VOICE-OVER PIPELINES, DOCUMENTARY & MIXING

Project 1: National Broadcast Infrastructure & Dialogue Signal Chains

  • The Context: Managed and owned the end-to-end post-production pipeline and vocal engineering frameworks for 6 weekly broadcasts reaching over 1,000,000 global listeners across ~600 continuous episodes.

  • The Netflix Translation: The job description requires a candidate to "own the voice-over pipeline." This project stands as high-stakes proof of work. I engineered the vocal signal chains, enforced tight loudness compliance metrics (LUFS), and eliminated pipeline friction to consistently deliver crystal-clear, broadcast-ready speech under aggressive turnarounds.

Edited, mixed, and managed the remote voice over recording session for this episode.

Edited, mixed, and composed the music bed for this narrative episode.

Edited, mixed, and mastered this episode.

Project 2: Cinematic Mix & Narrative Soundscapes — "Ink in the Ocean" Documentary

  • The Context: Handling full dialogue clean up and mixing and custom background textures for the end credits for a Passages Israel feature documentary.

  • The Netflix Translation: Demonstrates an acute artistic sense for music composition and technical proficiency in vocal cleanup and mixing.

PILLAR 3: COMPOSITION, SONIC BRANDING & CROSS-DISCIPLINARY LEADERSHIP

Project 1: Multi-Platform Sonic Branding Matrix (Passages Travel Organization)

  • The Context: Composed a foundational thematic "brand song" and programmatically deconstructed it into scalable audio variants, including short visual video stingers and a lo-fi podcast configuration.

  • The Netflix Translation: Demonstrates the ability to establish a unified, "catchy, and thematic" audio language. It shows I can write multi-genre arrangements that seamlessly adapt to different mediums, matching Netflix's request for an Audio Lead who can craft a memorable, versatile sonic identity across their game portfolio.

Passages Theme
Andrew Horning

This is the long version of the main theme I composed

The intro music of this podcast is a reimagined version of the song, taking inspiration from part of the original melody and transforming it into a lofi beat.

This is a shortened version for an animated logo.

Project 2: Music Production & Mixing Portfolio

  • The Context: Studio production and engineering spanning multiple streaming assets, leveraging high-end mixing, spatial widening, and acoustic layering.

  • The Netflix Translation: Vets my capability as a premium composer who knows how to control low-end energy, carve out mid-range frequencies for speech prioritization, and structure commercial-grade musical tracks.

Dynamic Mood Calibration:

(See Featured Video at the top of the page). Demonstrated the ability to write and mix across wildly varying genres and tonal directions (from ambient tension to highly thematic hooks) to fit shifting gameplay specifications and target demographics.