I am an innovative, technically sophisticated audio professional with deep industry experience delivering immersive audio for AAA games and next-generation interactive entertainment across console, PC, and multimedia platforms. I create, implement, and mix immersive soundscapes that enhance gameplay, evoke emotion, and elevate the player experience. I collaborate across Art, Design, Engineering, and Production to align audio with creative vision and technical constraints. I script and execute comprehensive sound design plans from concept to final implementation, thrive under pressure with aggressive deadlines, and continuously explore emerging audio technologies and workflows.

Bob Strenger

I am an innovative, technically sophisticated audio professional with deep industry experience delivering immersive audio for AAA games and next-generation interactive entertainment across console, PC, and multimedia platforms. I create, implement, and mix immersive soundscapes that enhance gameplay, evoke emotion, and elevate the player experience. I collaborate across Art, Design, Engineering, and Production to align audio with creative vision and technical constraints. I script and execute comprehensive sound design plans from concept to final implementation, thrive under pressure with aggressive deadlines, and continuously explore emerging audio technologies and workflows.

Available to hire

I am an innovative, technically sophisticated audio professional with deep industry experience delivering immersive audio for AAA games and next-generation interactive entertainment across console, PC, and multimedia platforms. I create, implement, and mix immersive soundscapes that enhance gameplay, evoke emotion, and elevate the player experience.

I collaborate across Art, Design, Engineering, and Production to align audio with creative vision and technical constraints. I script and execute comprehensive sound design plans from concept to final implementation, thrive under pressure with aggressive deadlines, and continuously explore emerging audio technologies and workflows.

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Language

English
Fluent

Work Experience

Advanced Senior Sound Designer at Light & Wonder
January 1, 2020 - January 1, 2025
Delivered high-quality music and sound effects for next-generation, highly interactive multimedia casino slot machines across multiple markets and product classes. Collaborated closely with Art, Design, and Programming teams to deliver AAA-quality audio aligned with consumer demographics and business objectives. Performed Foley recording to create fresh, distinctive sound effects that enhanced player engagement. Demonstrated strong remote and cross-disciplinary communication skills while contributing to distributed development teams. Partnered with leadership to advance the audio department through tool evaluation, audio direction initiatives, and talent acquisition.
Senior Sound Designer III/Composer at IGT
January 1, 2013 - January 1, 2020
Delivered music composition and sound design for next-generation multimedia casino slot machines, contributing to highly interactive and commercially successful products. Created original music and sound effects to support advanced game features and player experiences. Worked cross-functionally with Art, Design, and Engineering teams to ensure audio aligned with creative vision, technical constraints, and market goals. Awarded a top-tier prize during Innovation Week for outstanding product ideas and initiatives. Promoted to Senior Sound Designer III in 2018 in recognition of sustained performance and leadership.
Senior Sound Designer at Junction Point Studios/Disney Interactive
January 1, 2011 - January 1, 2013
Key audio contributor on Epic Mickey 2: The Power of Two, delivering character-driven, cinematic, and interactive sound design for a major Disney franchise title. Designed and implemented all aspects of sound for Epic Mickey 2 across Wii, Xbox 360, PS3, and PC platforms. Created audio for Disney characters, in-game cinematics, interactive props, rhythm-based level ambiences, and UI elements. Collaborated with the Audio Director, Producers, Programmers, and a four-person audio team to develop and execute audio production strategies. Mixed overall game audio, including levels, VO, FMVs, UI, and per-asset EQ, with dynamic control and budget adherence.
Lead Sound Designer at TimeGate Studios
January 1, 2009 - January 1, 2011
Led all sound design efforts for multiple titles, including Section 8: Prejudice and the Aliens: Colonial Marines E3 demo. Managed the sound design department, providing clear direction and developing a high-functioning team with defined roles. Oversaw all aspects of audio production across PC, Xbox 360, and PS3 platforms. Created comprehensive game audio assets, including weapons, Foley, gear, cinematics, and HUD/UI elements. Directed and recorded voice actors for final and placeholder VO assets. Collaborated daily with Creative Directors, Game Designers, VFX Artists, and Engineers. Researched, selected, and managed outsourced sound design and VO vendors. Designed and planned an in-house recording studio, including construction drafts and equipment selection.
Director of Sound/Sound Designer at Atomic Games/Destineer Studios
January 1, 2006 - January 1, 2009
Directed audio production across multiple concurrent AAA, licensed, and military training projects. Directed all sound production for titles including Six Days in Fallujah, Iron Chef America, Stoked, WWII Aces, and First to Fight. Scripted detailed sound design plans defining audio objectives, systems, and gameplay integration from inception to final delivery. Created dynamic ambient soundscapes and original recordings for characters, weapons, vehicles, and environments. Collaborated with audio engineers to implement proprietary sound tools using Xaudio2 and FMOD, enabling dynamic mixing, distance-based effects, and runtime control. Composed original music for menus, cinematic moments, and key gameplay sequences. Directed and recorded voice talent while refining and documenting audio pipelines for improved efficiency.
Quality Assurance Technician at Destineer Studios/MacSoft
January 1, 2004 - January 1, 2006
Provided comprehensive QA support for Mac and PC software across diverse hardware configurations. Executed functional and compatibility testing across multiple platforms and systems. Managed coordination between in-house and remote QA testers, bug databases, and beta systems. Reported, tracked, and regressed defects using bug tracking databases. Prepared gold master CD/DVD media and developed internal tools to streamline media preparation. Contributed QA support to titles including Halo, Neverwinter Nights, Age of Empires III, Tropico 2, Dora the Explorer, Monopoly, and others.
Director of Sound/Sound Designer at Independent Recording Engineer/Musician/Songwriter
January 1, 1997 - January 1, 2009
Operated an independent recording studio; produced music and audio for commercial and artistic projects. Recorded, engineered, and produced commercial media and music for independent and established artists. Created original music and mixes for nationally recognized projects, including work associated with VH1 productions. Wrote, recorded, and performed original music for personal projects spanning multiple genres.

Education

Master’s Certificate, Music Production at Berklee College of Music
January 11, 2030 - May 27, 2026

Qualifications

Mark Mothersbaugh Scholarship
January 11, 2030 - May 27, 2026
Advanced Mixing and Mastering with Pro Tools
January 11, 2030 - May 27, 2026
Master’s Certificate, Music Production
January 11, 2030 - May 27, 2026
Mark Mothersbaugh Scholarship
January 11, 2030 - May 27, 2026
Advanced Mixing and Mastering with Pro Tools
January 11, 2030 - May 27, 2026

Industry Experience

Gaming, Media & Entertainment