
Tabea Steinhauer
Game Programmer & Sound Designer
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Projects
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War of Sounds (2025)
Status
Thesis Project
Prototype
My Role
Solo-Devevelopment
Focus on Audio LOD System
Scope
Duration: 12 weeks
Teamsize: 1
Tools
Unity
War of Sounds is a Audio LOD prototyped developed as part of my thesis project.
My Responsibilities
- RTS Camera
- Battle Sandbox
- Audio LOD System
- Performance Testing
Drop By Drop (2024)
Status
Student Project
Prototype for PhD research project
My Role
Backend Development
Scope
Duration: 7 weeks
Teamsize: 7
Tools
Unity

Drop By Drop is a gamified survey for browsers on mobile phones. It was developed for a PhD research project into energy usage in Dutch homes. Each of the ten different question types is gamified with its own mini-game.
My Responsibilities
- Backend Development
- Server Scripting
- Tool Development

Backend & Client Tool
My task was to develop the backend for the survey so that the questions could be edited without triggering a re-build of the game and the answers remotely collected.

Die Näherinnen (2023)
Status
Student Project
Finished Prototype
My Role
Experimental Controller
All Programming
Scope
Duration: 7 weeks
Teamsize: 5
Tools
Unity
Arduino
Die Näherinnen is an experimental game about reconstructing unrecorded history. Players operate a real vintage sewing machine as a controller and experience one day in the life of a German seamstress in the late 19th century. The game has already been exhibited at a number of festivals.
My Responsibilities
- Experimental Controller
- Dialogue System
- Experimental Camera
- Sewing Mechanic

The Controller
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One Bar Wonder (2023)
Status
Student Project
Finished Prototype
My Role
Gameplay and Audio Programming
Sound Design
Scope
Duration: 7 weeks
Teamsize: 6
Tools
Unity
FMOD
One Bar Wonder or the Mighty Feeling of Musical Superiority is a multiplayer music game. In this Pack My Suitcase meets Guitar Hero party extravaganza, players compete for points by showcasing their creativity and rhythmical prowess. The prototype was developed for 4-8 players as a semester project at the Cologne Game Lab. Players compete against each other by first recording a bar of music, rating each other’s bars, and then accurately performing all compositions in a Pack My Suitcase order.
My Responsibilities
- Piano Roll
- Recording
- Playback
- 'Suitcase' Mechanic
- Accuracy Scoring
- FMOD Integration
- Sound Design
- Audio Programming

First Steps
I implemented the basics of the piano roll and the recording stage so that the designers could get a feel for the required tempo of the backing track and the length of a recording. The Piano Roll is connected to FMOD via timeline events to stay in sync with the music. I then implemented the gameplay functionality for all the other rhythm stages.

Main Challenges
We struggled with audio latency which affected how accurately we could score a player’s rhythmic performance. Once I was able to reduce the latency, extensive testing followed to make sure I was measuring a player’s input correctly. I used our data to create standard deviation curves for our designers. These helped to set the thresholds for whether a played note was considered a hit or a miss.

Sound Design
All of the UI and other in-game sound assets are made up of various bar-atmosphere related sounds to fit the art direction of our game: cocktail stirring, glass jingles, chairs scraping, etc.
I also created about 40 different instrument packs for the gameplay, each consisting of 3-4 samples that should sound quirky and fit in well with the light-hearted, fun party atmosphere of the game.

Mirrornauts (2023)
Status
Finished Prototype
Developed for TH Köln
My Role
All Programming
Music and Sound Design
Scope
Duration: 10 weeks
Teamsize: 2
Tools
Unity
Mirrornauts is a prototype developed on behalf of the TH Köln aimed at STEM students to practise their linear algebra skills. Players use rotation and mirror matrices to navigate an obstacle course through space.
My Responsibilities
- Matrix-Calculation based Movement
- Drag-and-Drop Interface
- Level Randomisation
- Game Architecture
- Data Management

First Steps
I built a simple interface for the calculations and the spaceship movement. This served both as proof of concept and as a tool for the designer to familiarise himself with matrix calculations and devise the levels and the corresponding energy costs of the movements.

Main Features
I created a round based Spawner for hazards and collectibles. To differentiate different playthroughs, the starting position of the player and the rotation of all spawned objects are randomised (in 90° steps). I also built a drag-and-drop interface for the movement calculations.

Music & Sound Design
I produced a simple main theme with several arpeggiated synthesizers to create a relaxed spacy atmosphere that can serve as accompaniment for the matrix calculations. Then, I assembled the other sounds to match the visual Sci-Fi spaceship setting of the game and mesh well with the music.

Adventurers' Advocate (2023)
Status
Unreleased Prototype
My Role
Music Composition and Production
Client
Spoonful Games
Tools
Logic

Adventurers‘ Advocate is a narrative fantasy puzzle game where you play as Featris, a kind-hearted shopkeeper in her 50s. You plan quests for your customers using a magic puzzle board that has you strategically manipulating movable pathways to your advantage, while collecting resources and information on the whereabouts of your estranged daughter. A cozy stay-at-home adventure with plenty of food for thought.
My Responsibilities
- Main Theme
- In-Game Playlist
- Composition
- Production
For Adventurers‘ Advocate I was tasked to compose a Main Theme and an In-Game EP that was meant to convey the cozy, warm atmosphere of the game. The style for the EP was supposed to be Pop Music – but with Renaissance and Medieval instrumentation. For the Main Theme I could expand on the same instrumentation with more traditional cinematic orchestration to convey a magical, hopeful mood.
Below, you can listen to the different stages of two sample tracks from the first pitch to the final product.
Yeti (2023)
Status
Released
My Role
Sound Design
Scope
MA Project
Tools
Logic

YETI is a stop motion animated short film.
My Responsibilities
- Foley Sounds
- Ambience Sounds
- Sound Editing and Production
YETI is a student project from Master students at the Cologne Game Lab. I was asked to provide the Sound Design for their stop motion Yeti character. This project is finished but currently not available online.
Antura and the Letters (2022)
Status
Released
My Role
Voice Recording
Voice Acting
Client
CGL and Video Games Without Borders
Tools
Logic
Antura and the Letters is a free literacy and language game for children developed to aid refugee children mainly from Syria, Afghanistan and Ukraine.
🎗️ German Developer Award 2022
My Responsibilities
- Voice Recordings
- Voice Acting
I was in charge of recording and producing the voice lines for several languages – Ukrainian, Russian, Polish, Hungarian, Romanian, and German – working with volunteer voice actors, all native speakers of their respective languages. This work included recording, selection of takes and comping, editing, and preparing the assets for implementation adhering to a strict naming convention. For the German language version I was asked to record myself as the voice actor.
Prey & Promise (2022)
Status
Student Project
Finished Prototype
My Role
All Programming
Music and Sound Design
Scope
Duration: 7 weeks
Teamsize: 3
Tools
Unity
Fungus
Prey & Promise is a 2D narrative point-and-click puzzle adventure. Step into the shoes of a down on his luck scam artist seeking to change his fortune. Solve intricate puzzles, and explore your ideas of hope and morality.
My Responsibilities
- Point-and-Click Mechanic
- Inventory System
- Dialogue System
- Editor Programming
- Data Management
- Game Architecture

Editor Programming
First, I built the inventory system and the infrastructure to deal with all interactable items. I built a custom editor and wrote a work-sheet to make the designer’s work implementing the different puzzles and items easier,

Dialogue System
We used Fungus to implement the different branching dialogues in the game. I also wrote custom code to integrate the dialogues with the rest of the game logic (i.e. items collected unlock dialogue options, etc.).

Music and Sound Design
We wanted all sounds in the game to have a tangible feel to them, so I assembled and recorded different tactile sounds for the game.
The music needed to reflect the main character’s emotional journey, so I composed a different score for each chapter in our game. They are variations of the same theme, but because of different arrangements they convey different emotional stages.

Bevoiced(2021)
Status
Student Project
Finished Prototype
My Role
Gameplay and Audio Programming
Music and Sound Design
Scope
Duration: 7 weeks
Teamsize: 5
Tools
Unity
Bevoiced is a 2.5D level-based puzzle-platformer in which the player uses their voice to change the environment. The pitch of the voice input is the core mechanic of the ludic gameplay.
My Responsibilities
- Spectrum Analysis
- Pitch and Volume Obstacles
- Audio Programming
- Music and Sound Design
Voice Input Mechanic
I used my experience and knowledge as a trained singer to help us construct the pitch-based obstacles. By singing and moving their voice up and down, the player alters the position of an obstacle accordingly. I remapped the spectrum data to more accurately reflect the range of the human voice. One thing we struggled with was how overtones occasionally messed with the movement, so we built in a round off for higher frequencies.
Contact
I would love to hear from you. If you want to get in touch, please use the form below.