Summary
Pablo Bernhard is an award-nominated Technical Audio Designer and composer with a decade of experience crafting interactive audio for games, film, live performance and VR. He has shipped 10+ titles and built custom audio systems and editor tools across Unreal and Unity, leveraging FMOD, Wwise, C#, Lua and Blueprints to deliver adaptive music, combat audio systems and performant middleware integration. His work includes creating a beat-synced interactive music engine for Expeditions: Rome and architecting modular audio systems that supported complex RPG mechanics. Comfortable as both hands-on creator and technical implementer, he combines music production, sound design and code to own the entire audio pipeline. Based in Gothenburg, Sweden, he’s an avid game-jammer and collaborator who brings cinematic sensibilities to procedural and interactive audio challenges.
10 years of coding experience
2 years of employment as a software developer
Bachelor's degree Music for Video Games, Bachelor's degree Music for Video Games at University of Skövde
Human Computer Interaction, Human Computer Interaction at Malmö University
Vocational Diploma Game Programming, Vocational Diploma Game Programming at Yrgo
Swedish, Spanish, German, English, French