The team
Passionate and driven, we are here to accommodate all of your audio needs.

Gilles Parez
Technical Sound Designer
Audio engineer specializing in implementing audio systems. Skilled at crafting complex, layered sound effects and known for clear, effective communication across teams.
Plays Runescape while working

Zain Al Rubaie
Technical Sound Designer
Versatile audio engineer with a wide skillset in design and implementation. Highly efficient and skilled in electronic music production, a true all-rounder in game audio.
Monster energy connoisseur

Patrick-Raul Babinsky
Technical Sound Designer
Skilled sound designer with a strong sense of creativity in foley recording. Brings fresh ideas to any project with a broad skillset covering sfx and music.
Crystal collector, chess aficionado

Associates
An extensive network of affiliates, voice actors, composers, instrumentalists and varied specialists.


FAQ
What do you need to prepare a quote?
At minimum:
- A rough scope or asset list
- References, such as gameplay, visuals, similar titles, or moodboards
- An estimated deadline
- Any relevant technical requirements
Even a simple overview is enough to get started.
If you do not have a complete asset list yet, or it is too early for one, we can start with a rough list, then prioritize the most important sounds first. For unclear projects, a build or gameplay capture is often more useful than a perfect asset list.
I am not sure if my project is a good fit. Should I still contact you?
Yes. If you are unsure, feel free to reach out with a short description of the project, its current stage, and what kind of audio support you need.
We can quickly assess whether there is a good fit or point you in the right direction.
What does your workflow look like?
We usually work in structured iterations:
- Initial references, direction, and scope
- First drafts or test sounds
- Feedback and alignment
- Revisions
- Final delivery and/or implementation
- Polish and QA when needed
This ensures consistency while allowing flexibility throughout the process.
Do you handle audio implementation as well?
Yes. We work directly in-engine, both in standard and proprietary engines, and with middleware such as FMOD and Wwise.
Even on sound design-only projects, we can provide implementation context to ensure the audio performs as intended.
Can you improve or replace existing audio?
Yes. We can rework or replace existing audio.
In some cases, rebuilding from scratch may be more efficient depending on the state of the current audio.
Do you price per asset, per hour, or per project?
We usually calculate based on estimated work hours, but projects can be structured in different ways depending on the scope.
This can include:
- Project-based pricing
- Milestone-based pricing
- Per-asset pricing
- Hourly work
- Paid test batches
The best structure depends on how clear the scope is.
Pricing depends on the scope of the project.
- Sound design starts at EUR60/hour
- Music typically starts around EUR300 per finished minute
More technical or production-heavy work, such as middleware setup, audio implementation, R&D, or urgent delivery, may be quoted differently depending on the project.
Without a clear scope, it is not possible to provide a fixed price.
Can I use VAF (Vlaams Audiovisueel Fonds) funding with you?
Yes. Attenuate is based in Flanders, Belgium, so our services can be included in VAF-funded projects.
If you are receiving support from VAF, the Flemish Audiovisual Fund, we can work with you as a Flemish audio outsourcing partner. For other European subsidies, funds, or regional support systems, eligibility may depend on the specific rules of your grant, so always check your contract or funding guidelines.
We strongly recommend reaching out before submitting or finalizing a funding application, so we can help define a realistic audio scope and quote in advance.
Who owns the audio after delivery?
Once the work is paid for, you receive full rights to use the final approved audio in your project, unless agreed otherwise.
The client has the right to use only the final approved deliverables. Drafts, sketches, rejected versions, and unused variations cannot be used in the project and remain property of Attenuate unless specifically included in the agreement.
Do you work with small or indie projects?
Yes. We work across a range of productions, from indie and solo developers to AA projects.
The scope is adapted to match the scale and needs of each project while maintaining a high standard of quality.
Do you work outside of games?
Yes. While we specialize in game audio, we also work on projects beyond games, including concerts, podcast audio cleanup, art installations, advertising, radio, film, animation, and more.
Do you work for free or for exposure?
No. We are happy to share our portfolio and discuss options that fit your budget, but we do not take on unpaid work.
