Carsten Rojahn.

Sound Designer

CarstenRojahn

Everything you hear was something else first.

Sound designer with twenty years giving a voice to creatures, weapons, machines and things not from this world, built from original recordings and the unlikely ideas behind them.

See selected work

Most of what I record is literal. What interests me is the moment it stops being literal.

Statement

The sound is not there yet

Carsten Rojahn in his studio
Carsten Rojahn

I start with a microphone and something from this world. A hinge, a voice, a sheet of metal under tension, a bird, a broken toy. Something with emotion already in it.

Almost none of it sounds like the thing it will become. Slowed down, layered, pushed through a device it was never meant to go through, an ordinary object gives up a performance nobody knew it had. That moment of recognition is the reason I do this, and it has not worn off in twenty years.

The goal is never just loud, and it is not polish either. It is finding the one specific sound that makes a world feel inhabited, gives a character a body, and lets an audience feel something a beat before they understand why. Sound reaches people ahead of language. That is the part of the craft worth being careful with.

I do not want a project to sound real. A creature should have a voice that exists only in that story. A weapon should have a mechanism you could almost draw from listening to it. A machine should sound like it was engineered by people who never existed. That takes original recording, real time in the edit, and knowing when to stop.

Technology is an instrument in this work, not a shortcut through it. I will use whatever gets me closer to the sound, then use my ears and my understanding of what works emotionally to decide whether it was worth keeping. The judgement is the job. The recording is where it starts.

Carsten Rojahn

Selected work

Twenty-three
worlds

Every project I have shipped sound for. The rows move on their own and stop the moment you touch them. Open any piece for the role, what the sonic problem was, and the clip where there is one.

Drag a row to move it yourself. Hovering or tabbing to a tile stops it. Open any tile for the full credit.

Studios and companies the work has been made with

Bungie Ubisoft IO Interactive NetEase Games Ready At Dawn ProbablyMonsters Tencent

A creature should have a voice that exists only in that story.

How a sound gets invented

From an object
to a world

This is not a pipeline. It is closer to the way the same seven things keep happening, in a different order every time.

01

Listen

Before anything else, to the thing being built. The animation, the concept art, the way a creature carries its weight, the pause a director keeps returning to. The sound is usually already hiding in the movement.

02

Record

Then go and get the source. Objects, mechanisms, voices, materials, environments, whatever holds the right physical character. Almost nothing I need for a specific world already exists on a shelf.

03

Experiment

The best material comes from treating a recording badly on purpose. Wrong speed, wrong device, wrong direction, too close, too hot. I keep the accidents. They are usually more alive than the plan.

04

Transform

Editing and processing until the source has disappeared and something else is standing in its place. A hinge becomes a jaw. A cable under tension becomes a weapon. The trick is stopping while it still has its body.

05

Compose

Layers are chosen, not stacked. Every element has to be doing a job: weight, size, threat, intent, distance. Anything that is only there for volume comes back out.

06

Place in context

Sound only really exists in a scene, against picture, music, dialogue and silence. This is where most of my favourite decisions get overturned, and where a design either supports the story or quietly competes with it.

07

Refine

Then the long part. Balance, contrast, dynamic range, restraint. Knowing what to take away is most of the craft, and it is the part that separates something impressive from something believable.

In interactive work the same design carries on into the engine, where a sound has to learn how to behave. I work in Wwise, Unreal and MetaSounds, and in FMOD. For linear work the same material is delivered to picture. These are useful things to be fluent in. They are not what the work is about.

The studio

A quiet place
to make loud things

Between the mountains and the sea in Spain, running on solar power. The room matters because it is the only place I can trust what I am hearing.

The main room, with monitors and a four screen editing setup
The main room. 5.1 Genelec monitoring and a four-screen setup, arranged so that a decision made at the end of a long day is still the right one in the morning.
The dedicated listening room
The listening room. Atmos monitoring and large-format playback, for hearing work the way an audience will actually meet it.
Analogue outboard processing equipment
Analogue outboard. Hardware that colours a sound in ways I cannot fully predict, which is exactly why it stays in the chain.
The studio location between mountains and sea, solar powered
Solar powered, between the mountains and the sea. Quiet enough to record outside, and far enough from everything to keep working when a sound is nearly right.

None of this is here to be impressive. A reference-grade room and a proper listening space mean that what I hand over sounds the same wherever it lands, and the location means I can walk out of the door with a microphone when a project needs something that does not exist yet.

Recognition

In other
people's words

Award-nominated by GANG, MPSE, DICE and NAMM TEC.

One of the most creative and innovative sound designers I know, consistently my first recommendation for every project, in games and film. He overcomes any technical or creative obstacle.
Wilbert Roget, II
Composer · Games & Film
Palm Tree Audio represents the same passion, creativity, and attention to detail that made working with Carsten one of the highlights of my career. Studios looking for a trusted audio partner will find a team that genuinely cares about making games sound extraordinary.
David Henry
Audio Director, Destiny 2 · Bungie
Working with Carsten on Avatar was a truly outstanding experience. His ability to bring fresh ideas and new perspectives significantly enhanced the project's overall quality.
Jef Aerts
Senior Sound Designer · Ubisoft
He knows what he wants and gets it fast, and to a high quality standard. A brilliant collaboration on Hitman: Absolution.
Mikkel Christiansen
IO Interactive · Hitman
Creative, quality-focused and reliable. A great manager, inspiring as a creative and audio lead. I'd happily work with him again.
Derek Patterson
Lead Producer · Torpor Games

Contact

Tell me about the world you are building

Feature films, trailers, animation, advertising, cinematics, games, immersive work, or a single sound nobody has been able to find. Send a picture, a script, an animatic, or just a description of the feeling you are after. I read everything myself and I will tell you honestly whether I am the right person for it.

Based in Spain, working internationally  ·  Replies within one business day  ·  NDA first, always