Marja Tonteri Tillgren

​Creative Acoustics Engineer | Game Programmer

With a decade of experience as a professional Acoustics Engineer, I bring a deep, physics-based understanding of sound propagation and vibrations to the world of Game Development. After years of solving real-world acoustic challenges—from automotive vibrations to architectural soundscapes—I’m now applying that technical rigor to game programming.

Games

As a game programmer, I’ve contributed to multiple team projects with ~15 members across disciplines including art, animation, design and programming. Collaborative, agile-driven development is central to The Game Assembly’s curriculum. While working under tight deadlines, maintaining strong communication, rapid problem-solving, and effective prioritization have been crucial. Key to success was embracing fast iterations, regular cross-disciplinary feedback sessions and also just having fun.

Harvest Gold

Got a BIG BUG problem in your fancy establishment? Call 1-88-EXTERMINATE and let our X-terminators turn your pest problem into a bug-blastin’ bloodbath. Clean-up not included.

My contribution
• Cooperation with musician
• Implementing sound into the game using FMOD and the schools custom C++ wrapper
• SFX using FMOD, Audacity and downloads from Soundly
• UI (menues, HUD, tutorial pop-ups and cutscenes)
• Part of story taskforce

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Sub Umbra

Mission brief: Agent ‘53’ last seen in the city subway system. Strange apparitions reported, utilize Standard Issue Revolver as needed. Exercise extreme caution.

My Contribution
• Cooperation with musician
• Implementing sound into the game using FMOD and the schools custom C++ wrapper
• Dynamic audio environments with reverb-based room acoustics
• SFX, including Surface-specific footstep using Waveform, FMOD and downloads from Soundly
• Voice recording and editing using Waveform
• UI (menus, HUD, dialogue)
• Json loader for UI elements using Simdjson
• Part of story taskforce

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Amen to Mayhem

Traverse the infested catacombs in search of your nun sisters, whilst slaying demons with your holy crossbow-axe.

My contribution
• Cooperation with musician
• Integrating FMOD into TGE using "SoundEngine", the schools custom C++ wrapper for FMOD
• Audio Manager

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Spite: Web of Decay

Your village has been corrupted by an arachnoid blight. With your newly obtained powers you must fight your way deeper into the swamp to destroy the source.

My contribution
• Cooperation with musician
• Implementing sound into the game using FMOD and the schools custom C++ wrapper
• SFX using Waveform, FMOD and downloads from Soundly
• Using transition regions, triggered by game parameters, to adapt music to game
• UI (menues, HUD and a skill tree)

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Circus Vindicta

You, an acrobat, use your circus skills to seek vengeance against the evil knights who slaughtered your troupe.

My contribution
• Cooperation with musician
• Implementing sound into the game using FMOD and the schools custom C++ wrapper
• Using transition regions, triggered by game parameters, to control the intensity of the music
• SFX, using Audacity and Soundsnap
• UI (menues, HUD and tutorial pop-ups)
• UI Manager

Download and play from itch.io

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Caelum Machina

Stranded on a floating island, acquire energy from robotic sentinels and use it to unravel puzzles amongst the island’s overgrown ruins.

My contribution
• Cooperation with musician
• Integrating FMOD with Unity
• Taking decisions about sound settings, taking the device's memory and processor limitations into acount
• Responsible for the FMOD project
• Using transition regions, triggered by game parameters, to switch between tracks
• SFX, using FMOD, Audacity and downloads from Soundsnap

This was the first, and so far only game, I developed for mobile platform.

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Ditch the Witch

Take off on a broom and dash through vast woods and tight caves as you escape its owner who can use magic to bend nature to her will.

My Contribution
• Implementing sound using Unity
• SFX and soundscape, using Audacity and downloads from Freesound
• Recording and processing of voice acting

My first project ever using Unity.

Download and play from itch.io

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Specialization

I have been writing the basics of an integration of Wwise into a custom C++ game engine. Wwise is a professional audio middleware software, widely used in video game development for creating interactive and spatial audio experiences. I wanted to gain experience in getting involved in any SDK as well as getting a first glimpse into Wwise. Since the time was limited my idea have been to create a basis to start from that is easy to expand depending on what challenges I meet later that needs to be solved. Implemented so far are the most basic features of Wwise, such as support for streaming audio, loading banks and posting events.

Knowledge about the Wwise SDK provides deep technical control over audio integration, enabling custom memory management, optimized performance, and seamless synchronization with game systems. It allows studios to bypass limitations of pre-built integrations, tailor the audio engine to proprietary or unique game architectures, and implement advanced features like dynamic dialogue, procedural sound generation, or platform-specific optimizations. This skill is especially valuable in development, where scalability, efficiency, and tight engine integration are critical.


CV

The Game Assembly Malmö 2023 - currently, Game Programmer Student
TGA is a game development school where collaborations with other disciplines are crucial to make games in a studio-like environment. The curriculum for programmers is written by game developers from the industry. The course starts with the basics of C++ and theoretical programming and ends with advanced programming.

Akustikverkstan AB 2019 - leave of absence for studies
Acoustics engineer working within the field of building acoustics, community noise and industry noise & vibrations. Calculations and measurements of construction noise like noise from piling, sponging, digging buckets, compressors, wire sawing, demolition and explosions.

Müller HRM Engineering 2016 - 2019
Acoustical engineer with respect to automotive, measurement techniques and industry noise & vibrations. I was primally working as a consultant at R&D with cars at NVH powertrain specialized with measurements; lab measurements (using semi anechoic chamber or engine rig) and field measurements while driving the car on a proving ground. A problem could include all the steps from finding the source of a disturbing sound or vibration, investigate its transition paths and finally find a solution that should be possible to implement.

Akustikforum 2012 - 2016
Acoustics engineer working with building acoustics, community noise and industry noise & vibrations. Experiences with different sound sources spanning from ventilations systems, nightclubs, lab equipment. Calculation and measurements of sounds propagation outdoors, sound insulation and reverberation.

Master degree: Sound and Vibration Chalmers University of Gothenburg 2012 - 2016
Deep understanding of the physics of sound, what causes sound and how it propagates through different medium. Sound is studied as acoustical, mechanical and electrical systems. Hand on tasks with sound and vibration measurements and analyses using digital signal processing.

Bachelor degree: Physics University of Gothenburg 2007 - 2010
Learning physics and math.

C++
Proficient in C++, the primary language used in my game programming curriculum.

Game Engines
Basic familiarity with Unity and Unreal. Hands-on experience designing and implementing a custom C++ game engine, used in small individual projects.

Spoken languages
Swedish - mother tongue
English - fluent
Finish - like a 2 year old

Creativity
Creative thinker with a background in arts and music, bringing innovative and unconventional ideas to game design and development. Creative problem solver.

DirectX 11
Experienced with writing my own graphics engine using DirectX 11 as a school project.

HLSL
Experienced with writing pixel shaders, vertex shaders and geometry shader in HLSL.

FMOD
Experienced with FMOD in multiple game projects, implementing adaptive music systems and dynamic audio environments with reverb-based room acoustics and surface-specific footstep audio

WWISE
Basic knowledge of Wwise and Wwise SDK.

I am part of The Game Assembly’s internship program. As per the agreement between the Games Industry and The Game Assembly, neither student nor company may be in contact with one another regarding internships before April 15th. Any internship offers can be made on April 27th, at the earliest.

Phone: +46 762 24 83 01
Email: marja.sounds@gmail.com
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