About Yannis Brown

I am a technical and creative game audio specialist with more than 25 years of experience across MMOs, VR and MR, mobile, console, rides, and indie projects. My background blends sound design, systems thinking, music composition, and audio engineering, all supported by a foundation in computer science. I enjoy solving problems, building scalable audio systems, and helping teams shape worlds that feel alive.

I have led audio for multiple MMOs and contributed to award-winning VR experiences, including work recognised with an Emmy for immersive audio. Over the years I have worked with large studios, small teams, and early-stage developers, often stepping in as a flexible extension of their team. My approach is simple. I adapt to what each project needs, whether that means designing systems, creating assets, refining mixes, or acting as the full audio department.

I am based in Adelaide, Australia, working from a solar-powered game audio studio. My clients are global, and I work fully remote with ease across timezones. When I am not designing sound, I enjoy cooking, hiking, making music, and exploring new creative tools and workflows.

If you are building something and want sound that supports the experience, I would be happy to chat.

CONTACT ME 

Dip Audio Engineering | BA Sc Comp Sci 

CAREER HIGHLIGHTS

  • Audio Lead for multiple MMOs including Rift, Trove, and Atlas Reactor
  • Emmy award-winning VR audio work for Wolves in the Walls
  • Technical sound designer for VR, MR and spatial audio at Meta
  • Sound design and systems design for mobile and MR titles including Fruit Ninja, Super Fruit Ninja (Apple Vision Pro) and Jetpack Joyride Racing
  • Composer on Dragon Ball Z: Legacy of Goku II for Game Boy Advance
  • 25 years of experience across AAA, VR/MR, mobile, rides, and indie projects
  • Built audio pipelines, tools, and scalable systems across multiple engines and platforms

SKILLS AND EXPERTISE

  • Sound Design and Creative Direction
  • Technical Audio Systems and Tooling
  • Adaptive Music and Real-Time Audio Logic
  • Game Audio Integration (Unity, Unreal)
  • Wwise, FMOD, and proprietary engine integration
  • Dialogue Editing, Voice Direction, and Session Management
  • Mixing for MMO, VR/MR, Animation, Film, and VR Ride Experiences
  • Audio Leadership, Mentorship, and Cross-Discipline Collaboration
  • Pipeline, Workflow, and Tool Design for scalable audio production

LOCATION

Based in Adelaide, Australia. Fully remote.