Playlist
Every track the site can play, in one place: Berni's live-coded Strudel beats plus real audio files — uploads and the reels from his projects — all looping through the same Web Audio engine. Pick one, watch it react, and read the exact code when it's a Strudel track.
∩(•o•)∩ /|▓|\ / \
Projects
A selection of games and interactive work I've scored, sound-designed, and implemented. Turn the beat on and scroll — the space reacts.

A cozy town-builder game where you are looking to expand your small home base

Crazy Arena Chaos is a third person brawler where you play as the one bot brave enough to stand up to rogue AI from stealing delicious donuts from humans who have the sentience to enjoy them.

The Duck in the pond have been transformed into machines, fight with those enemies! Until you are destroyed!
View project →Bex Rodriguez
Technical Sound Design & Composing
Hi! I'm Bex. I design sound universes and implement interactive audio that drives player immersion and elevates game design. I recommend pressing "take the tour" below.
What I do
Sound Design
Weapons, UI, foley, creatures, ambience — bespoke sound built to sit right in the mix and react to play.
Music & Score
Adaptive, layered soundtracks that follow the player — from menu loops to combat swells and interactive stems.
Implementation
Currently using U.E Metasounds but also achieved Wwise & FMOD integration in Unreal and Unity — RTPCs, states, and mix systems wired so it all just works.
How I work
- 01
Brief & references
We nail the vibe first — reference tracks, target platforms, engine, and the feeling each moment should hit.
- 02
Design & compose
Bespoke sound design and adaptive music built to spec, delivered as clean stems and organized banks.
- 03
Implement in-engine
Wwise/FMOD integration in Unreal or Unity — states, RTPCs, and a mix that reacts to real gameplay.
- 04
Iterate & polish
Playtest, tweak, and mix until every cue sits right and the whole soundscape feels alive.
Let's make some noise.
Got a game that needs a voice? I'm open to sound design, music, and audio implementation work.
See the workAbout
Technical Sound Design & Composing
Hi! I'm Bex. I design sound universes and implement interactive audio that drives player immersion and elevates game design. I recommend pressing "take the tour" below.
Experience
- Freelance
Technical Sound Designer & Technical Composer · Dev Pods — Supply And Siege
2026 – 2026Composed the main theme and engineered a dynamic, multi-axis audio system in Unreal Engine using MetaSounds. Programmed real-time audio scaling that dynamically tracks player camera velocity and altitude, smoothly modulating jungle ambience and blending procedural atmospheric layers based on movement speed.
- Freelance
Technical Sound Designer & Technical Composer · Dev Pods — Crazy Arena Chaos
2026 – 2026Designed SFX and engineered an adaptive battle music system in Unreal Engine based on real-time enemy counts. Composed and implemented dynamic musical section changes, mode-transition stingers, and procedural live mixing, while configuring precise sound spatialization and attenuation for interactive elements like the flamethrower and crowd mechanics.
- Freelance
Sound Designer & Composer · Game Cloud Network — Paper Lumos (Xbox)
2022 – 2022Composed original music tracks and designed custom sound effects assets for 'Paper Lumos' on Xbox. Focused on creating a cohesive sonic identity, high-quality asset mixing, and delivering studio-ready audio content tailored to the game's creative vision and platform requirements.
- Full-time
Product Owner - Simple Gestion- · Simple Solutions
2016 – PresentAuthor technical specifications and design logical workflows for software modules, translating complex design concepts into actionable development requirements. Coordinate closely within Agile environments with developers and QA teams to oversee testing, feature optimization, and clean software delivery while streamlining production pipelines and solving technical bottlenecks across cross-functional teams.
Skills & tools
The toolbox, grouped the way the work actually flows: design the sound, wire it into middleware, make it live in the engine, and script whatever glue is missing.
Sound design & music
DAWs
Implementation
Middleware
In-engine
Engines