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.

Tools & Middleware

Wwise
Interactive audio implementation, adaptive music, state machines
FMOD
Real-time audio engine, event-driven sound design
Dolby Atmos
Spatial audio mixing, object-based rendering
Ambisonic / VR
Binaural rendering, 360° spatial audio for immersive platforms
Pro Tools
Recording, editing, mixing, post production
Logic Pro
Composition, sound design, score production

Game Audio Credits

Sound Design & Music — Interactive project
2024
Adaptive Score — VR experience
2023
Environmental Audio — Indie title
2022
Spatial Audio Implementation — Wwise / Unreal
2021
Original Score & SFX — Mobile game
2020
Binaural Sound Design — VR installation
2019
Interactive Music System — FMOD / Unity
2018
Ambisonic Field Recording — Game environment
2017