Summary
Phillip Hermans is a core audio software engineer based in the San Francisco Bay Area with 13 years of experience blending software engineering, algorithmic composition, and interactive audio design. At Apple he focuses on low-level audio systems while his background at Splunk and independent studio work demonstrates a knack for turning data streams into meaningful auditory displays and sonifications. He has taught and developed curricula for game audio, audio scripting, and electronic music, mentoring capstone and research projects that bridge academia and industry. Phillip’s work spans immersive VR/AR sound design, procedural audio, and adaptive music for games, informed by graduate studies in digital musics and cross-disciplinary training in audiocommunications. Notably, he builds tools that make latent information audible—audification of biosignals and time-series—that reveal patterns engineers and musicians might otherwise miss.
12 years of coding experience
8 years of employment as a software developer
Master of Arts - MA, Digital Musics, Master of Arts - MA, Digital Musics at Dartmouth College
Audiocommunications, Audiocommunications at Technische Universität Berlin
Bachelors of Science, Music: Science and Technology, Bachelors of Science, Music: Science and Technology at Tulane University