The studio

One person,
start to delivery.

I'm Simon Wagner, a composer and sound designer in Dornbirn, Vorarlberg. Polarsound is a one-person studio, which means the person you brief is the person who records, designs, mixes and delivers. Nothing gets lost being passed on, because nothing is passed on.

Simon Wagner, composer and sound designer at Polarsound Productions
Simon Wagner · Composer & sound designer
Studio
One person
Base
Dornbirn, Vorarlberg
Projects
66
Span
2021–2026

Small on purpose

A one-person studio has an obvious limit: there is one pair of hands. It also has an advantage that larger setups have to work hard to fake. The person who heard your brief is the person deciding what a door should sound like at two in the morning three weeks later.

So the projects I take are the ones I can do properly. If a schedule does not fit, I say so at the start rather than delivering late, and if something is outside what I do well, I say that too.

The room

Recording, editing, composing and mixing all happen here, which is why there is foley material on the floor as often as there are instruments on the desk. Most of what a game needs already exists as a physical object somewhere. The work is finding it, recording it properly, and then making it sound like it belongs to your world rather than to the room it came from.

The room was built for this.

Over the winter of 2024 and 2025, an inner shell went up inside an ordinary room: a timber frame, stone wool in every bay, OSB on all four sides. The photographs below are that build, in order.

  1. Rolls of Rockwool stone wool insulation stacked in the back of a van
    01 The insulation, on the way home
  2. A timber stud frame standing in an empty room, insulation laid into the floor bays
    02 The frame standing, bays filled
  3. The timber frame with its first wall boarded out, mineral wool laid between the floor joists
    03 The first wall boarded, floor bays filled
  4. The finished inner shell, OSB on every wall, lit by a single work lamp on the floor
    04 The shell closed, one work lamp

It matters for a practical reason. A library that promises real recordings has to be made somewhere quiet enough to get them, and quiet is something you build rather than something you buy. Everything on the libraries page was recorded in here afterwards.

The studio today: a curved monitor between two nearfield speakers, a keyboard and a control surface on the desk, wood panelling behind
The same room today
A man in headphones holding a lit lighter close to a microphone in the recording room, a second microphone over a cymbal in front of him
Recording a lighter, close to the capsule

Three things I will not compromise on.

Each one links to something on this site you can check rather than take on trust.

  • Recorded, not licensed

    Field and foley material is captured for the project that needs it, at up to 192 kHz, so it survives being pitched, stretched and torn apart later. Where an outside library makes sense it is processed and layered, never dropped in raw.

    Hear the field recordings
  • Named so it can be found

    Everything ships to the Universal Category System, with metadata written into the files. It arrives sorted, not as a folder someone else has to tidy.

    The tool that does it
  • Built for the hundredth repeat

    Game audio is heard more often than any other kind. Music loops without a seam, and a sound effect comes with the variations that stop it wearing out.

    A creature set of 56

How a project runs.

Five steps, in order. You approve the direction before anything gets produced, and you hear each batch as it lands rather than waiting for one big reveal.

  1. 01

    Understand the game

    I play your build or read what exists, and map what the game has to say with sound.

  2. 02

    Define the sound direction

    References, palette and priorities, agreed in writing before anything is produced.

  3. 03

    Create

    Recording, designing and composing in batches, so you hear real progress early.

  4. 04

    Refine

    You comment per batch, I sharpen. No single big reveal at the end.

  5. 05

    Deliver

    Production-ready audio files, named and organised for your pipeline.

Tell me what your players do most often.

That one sentence is usually enough to work out what your game actually needs from its audio. Two more and I can tell you whether I am the right person for it.