I'm regularly working on sound design for games. You know, suff like this.

One of the last big projects I've been working on as a sound designer (and musician) was called "Seasons after fall".
One of the interesting aspects of this work was to cerate soundscapes for an imaginary forest.
For this I relied on synthesis a lot, most of the animals (birds, crawlers, etc) you can hear in the background in this game were created with Pure Data physics simulation patches and independently localized in the game.