Interactive Audio · Adaptive Music · Spatial Sound · Wwise · FMOD
Game
Audio
Pontus Gunve brings a composer's ear and a sound designer's precision to interactive audio — crafting sonic worlds that respond, breathe, and evolve alongside the player. His work spans original scores, adaptive music systems, and layered environmental sound design built for real-time engines.
Drawing on deep experience in spatial audio and Ambisonic field recording, Pontus approaches game audio as an architectural discipline: every sound placed in three-dimensional space, every musical cue designed to shift seamlessly with gameplay state. The result is audio that feels alive rather than looped.
His toolkit includes Wwise and FMOD for interactive audio implementation, alongside Dolby Atmos workflows and binaural rendering for VR and immersive platforms — bringing the same rigor to games that he applies to film and installation work.