
Collin Anderson
Collin Anderson is a Music Implementer and Technical Sound Designer specializing in adaptive music and gameplay-driven audio systems for games. He works primarily in Unreal and Unity, using Wwise, FMOD, C#, Blueprints, and MetaSounds to design and integrate interactive audio experiences. Collin is particularly interested in procedural/generative music systems, and is currently developing a custom procedural music system for Flora Nova using Blueprints and MetaSounds in Unreal Engine 5.
Recent credits include Exodus at Archetype Entertainment, implementing diegetic and non-diegetic music in Wwise and Unreal; Kill It With Fire 2, where he designed more than 600 sound effects and implemented the game’s audio in Unreal Engine 5; and Legends of Meridian, a single-player VR title for which he handled sound design and audio implementation in FMOD and Unity. Collin also served as Audio Director at Retora! Games for Merchant: Guilds, leading music, SFX, and VO production.
In 2024, Collin founded Doodle Wave Audio LLC, an outsourcing audio studio focused on indie games. Through Doodle Wave, he works as an audio generalist, providing end-to-end audio services and helping studios with everything from sound design and music to VO and integration.
Collin studied vibraphone and jazz composition at Berklee College of Music before becoming captivated by interactive audio and game development. Since then, he's been passionate about exploring the intersection of music, technology, and gameplay. Outside of game audio, he's also worked as a piano technician since 2017—a craft that has given him another outlet for his love of technical problem-solving and hands-on work.
Recent Work Experience
Exodus - Archetype Entertainment
Music Implementer
November 2025 - Present
Kill It With Fire 2 - Casey Donnellan Games
Sound Designer, Audio Implementer, Composer
May 2023 - Oct 2025
Merchant: Guilds - Retora! Games
Audio Director, Composer, Sound Designer, VO Director
Dec 2023 - Feb 2025
Implementing music in Wwise and UE5 for gameplay and cinematics in a singleplayer Sci-Fi RPG. Maintaining production tracking documents and implementation spreadsheets for a large-scale AAA project. Communicating implementation progress, risks, blockers, and changing requirements with audio leadership and development teams.
Designed, implemented, and mixed 600+ original sound effects in Unreal Engine 5 for a 3D singleplayer + multiplayer comedy horror game. Collaborated closely with developer to prioritize audio tasks, troubleshoot implementation issues, and ensure audio deliverables met project needs. Composed a shop track using established musical themes.
Led audio production for a mobile game including sound design, original music composition, and arrangement of existing series tracks. Directed voice casting and recording sessions while collaborating with a small remote team.
