As a Technical Audio Designer, my focus is on developing scalable, interactive audio systems and bridging the gap between sound design and audio programming. I specialize in designing immersive game audio architectures, custom tool creation, and direct engine implementation. I possess solid experience in technical sound design, multichannel spatialization, and linear audio post-production using DAWs such as Nuendo, Reaper, Pro Tools and Ableton Live. Beyond standard asset implementation, my expertise extends to audio scripting, process automation, and systemic optimization within game engine environments. I consistently focus on memory management, CPU profiling, and voice count optimization to ensure high-fidelity audio performance flawlessly within strict technical budgets.

Pablo Del Pozo Tkatchenko

As a Technical Audio Designer, my focus is on developing scalable, interactive audio systems and bridging the gap between sound design and audio programming. I specialize in designing immersive game audio architectures, custom tool creation, and direct engine implementation. I possess solid experience in technical sound design, multichannel spatialization, and linear audio post-production using DAWs such as Nuendo, Reaper, Pro Tools and Ableton Live. Beyond standard asset implementation, my expertise extends to audio scripting, process automation, and systemic optimization within game engine environments. I consistently focus on memory management, CPU profiling, and voice count optimization to ensure high-fidelity audio performance flawlessly within strict technical budgets.

Available to hire

As a Technical Audio Designer, my focus is on developing scalable, interactive audio systems and bridging the gap between sound design and audio programming. I specialize in designing immersive game audio architectures, custom tool creation, and direct engine implementation.

I possess solid experience in technical sound design, multichannel spatialization, and linear audio post-production using DAWs such as Nuendo, Reaper, Pro Tools and Ableton Live. Beyond standard asset implementation, my expertise extends to audio scripting, process automation, and systemic optimization within game engine environments. I consistently focus on memory management, CPU profiling, and voice count optimization to ensure high-fidelity audio performance flawlessly within strict technical budgets.

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Experience Level

Expert
Expert
Expert
Expert
Expert
Expert
Expert

Language

Spanish; Castilian
Fluent
English
Fluent

Work Experience

Interactive Audio Designer at Archiact Interactive
January 1, 2022 - January 1, 2024
Engineered complex interactive audio systems for Journey to Foundation across PlayStation VR2 and Meta Quest 2. Architected dynamic audio environments and responsive systems using Unreal Engine (Blueprints and C++) and Wwise to ensure high-fidelity immersion in a VR context. Spearheaded end-to-end audio implementation for the Meta Quest 2 platform, navigating the technical constraints of standalone VR hardware. Consulted with the Audio Director to deliver technical reports and risk assessments, implementing strategic solutions that optimized the production pipeline. Programmed custom automation scripts with Python to eliminate redundant tasks, significantly increasing the creative output of the entire audio department. Executed rigorous performance profiling using Wwise Profiler and Unreal Insights to optimize CPU/memory usage and maintain consistent frame rates on target devices.
Recording and Production Assistant at University of Toronto
January 1, 2020 - January 1, 2021
Facilitated high-fidelity recording sessions for students and faculty; meticulously managing gain staging and acoustic capture to ensure professional-grade output. Calibrated and operated audio hardware, including large-format consoles, digital interfaces, and specialized microphone arrays for diverse recording scenarios. Engineered high-stakes live recording environments by maintaining strict signal chain integrity and optimizing workflows to guarantee zero-latency, high-resolution captures.
Recording Engineer (Academic Support Staff) at University of Toronto
January 1, 2021 - January 1, 2021
Recording engineer responsible for supporting students and faculty: facilitated high-fidelity recording sessions, calibrated and operated audio hardware, including large-format consoles and digital interfaces, for professional-grade outputs. Maintained signal chain integrity and optimized technical workflows to ensure high-quality captures.
Audio Engineer (Freelance) at Local Studio
January 1, 2015 - January 1, 2020
Engineered and mixed diverse musical genres for independent artists, implementing advanced post-production workflows aligned with loudness and fidelity standards. Contributed as a session guitarist and music arranger, shaping harmonic structures and providing creative direction to enhance sonic identity of commercial projects. Mastered audio tracks for major streaming platforms (Spotify, Apple Music, Tidal) ensuring adherence to integrated loudness targets and true peak limitations. Implemented high-end analog and DSP chains to refine sonic characteristics, ensuring clarity, depth, and balance.
Academic Support Staff at Universidad de las Artes
January 1, 2025 - Present
Facilitated comprehensive academic sessions for Art and Technology and Interdisciplinary Laboratory courses, serving as lead instructor in lieu of tenured faculty. Instructed as a guest lecturer for art and interactive courses, independently designing specialized modules on real-time visual creation software with full pedagogical structure and content development. Mentored students, drafted institutional equipment loan systems, and contributed to research-creations initiatives and formal projects advancing artistic practice and critical discourse.

Education

Master's Degree in Music Technology and Digital Media at University of Toronto
January 1, 2019 - January 1, 2021
Bachelor's Degree in Music Production and Digital Audio at Universidad de Especialidades Espíritu Santo (UEES)
January 1, 2012 - January 1, 2018

Qualifications

Unreal Engine 5 C++ Developer
January 11, 2030 - March 18, 2026
Unreal Engine 5 Certification
January 11, 2030 - March 18, 2026
Wwise Certification
January 11, 2030 - March 18, 2026
Audacity Certification
January 11, 2030 - March 18, 2026
Pro Tools Certification
January 11, 2030 - March 18, 2026

Industry Experience

Media & Entertainment, Gaming, Software & Internet, Education, Professional Services