Marc Hasselbalch

(b. 1992)

Currently residing in Copenhagen, Denmark.


As a sound designer and technical sound designer for video games and interactive projects I try, whatever the project may be, to find the little pockets of interest and character that are needed to bring a project to life and make it scratch at the surface of the obvious – to infuse it with an emotional and aesthetic weight and to do all in my power to express through sound what is more or less only, or perhaps most clearly, expressed through sound. This may be the directly intangible, the abstract, things that are not directly accessible through other means.

I value the little nuances in sound, the character that defines it, through subtle or grandiose gestures.

Experience:

Current:

Freelance sound designer and technical sound designer for games
- Sub-contract sound design work for Daniel Martin Nielsen (February 2025 – current)

Previous:

Senior Technical Sound Designer at DFAD (April - June 2024).

Audio editing for Danish versions of the audiobooks “Fantastic Beasts and Where to Find Them”, “Quidditch Through the Ages” and “The Tales of Beedle the Bard" for Molinare (2023)

Intern for Martin Stig Andersen on unannounced video game project (2021-2022).

AV / Sound technician at Louisiana Museum of Modern Art (2022 – 2023).

Relevant education:

2018–2022: Bachelor’s degree in sound design from Sonic College, Denmark – with a focus on game audio.

2020-2021: 6 month exchange programme at the Institute of Sonology at the Royal Conservatoire in The Hague, the Netherlands – with a focus on electro-acoustic composition, sound art and audio programming.

2012–2013: 8 month programme at European Film College, Denmark – with a focus on audio for film.

Relevant skills:

– Proficient experience with DAWs. Primarily Reaper as my main tool for 7+ years.

– Proficient experience with game audio middleware (Primarily Wwise, but also FMOD).

– Proficient experience with audio recording, both studio and field recording scenarios.

– Intermediate experience with audio programming in software such as Supercollider and Max/PureData.

– Intermediate experience with game engines (Primarily Unity)

– Experience with programming for game devlopment (Primarily C#, basic C++ knowledge).