Game music

Interested in custom music for your project?

I compose interactive music that supports your game’s pacing: exploration, tension, action, and emotional storytelling — with clean deliverables for integration

Video Game Music Composer — adaptive, thematic, implementation-ready

What you get

  • Clear musical direction aligned with your art + narrative

  • Loop-friendly cues with natural transitions

  • Stems for mixing and adaptive layering

  • Fast, organized delivery (naming, versions, changelog)

Common styles

  • RPG / fantasy • sci-fi • horror • cozy • synthwave • orchestral hybrid • minimal ambient

process

  • References + spotting (what music should do in your game)

  • Theme + palette (instruments, motifs, sonic identity)

  • Iteration (short feedback cycles)

  • Delivery + implementation support

Have a listen?

Game audio case Studies

Spacepunk Survival

Fast-paced interactive mix and intensity control.

Contributions :

Audio highlights :

  • Built the musical identity: themes, gameplay loops, and high-energy cues shaped around player momentum.

  • Created full SFX package (UI, weapons, impacts, ambiences) with consistent naming/versioning for the pipeline.

  • Mixed and mastered music + SFX for clarity and loudness consistency across in-engine playback.

  • Implemented the complete audio system in FMOD (events, parameters, snapshots, routing), and supported integration.

  • Parameter-driven intensity system for exploration → combat escalation.

  • Seamless loop design with natural entry/exit points and stinger support.

  • Mix translation tuned for gameplay readability: SFX cut through without masking the score.

  • Smooth transitions and stingers that keep flow without abrupt cuts.

oni station

Terror atmosphere + readability—music and ambience that supports gameplay focus

Contributions :

  • Composed original score with loopable cues and stems designed for interactive layering.

  • Designed SFX across UI and world ambience, with consistent loudness and clean asset management.

  • Mixed music and SFX to maintain clarity under gameplay density.

  • Built the full implementation in FMOD and collaborated on integration.

Audio highlights :

  • Responsive music behaviors tied to gameplay states and intensity.

  • Clean, readable UI feedback that feels satisfying without being harsh.

  • Snapshot-based mix control for moments that need focus (UI-heavy, action-heavy, etc.).

  • Consistent loudness and frequency balance for long play sessions.

Sky Dust

Silent Depths

afterlight

dreadstone keep

Cyberpunk Metroidvania energy — neon grit, fast combat momentum, and atmosphere built to support exploration in a decaying São Paulo.

Underwater tactical tension — turn-based strategy and roguelike exploration supported by immersive ambience and clear audio readability for long sessions.

Procedural horror pressure — claustrophobic maze navigation, torch-lit survival, and a stalking threat that demands tight suspense pacing and impactful cues.

Tactical roguelike strategy tension — turn-based decision-making and branching runs through an ancient castle, supported by pacing-forward music and punchy feedback that keeps every encounter readable.

game audio services

  • Sound Design (SFX): UI/UX, ambiences, creatures, weapons, stylized FX—edited, cleaned, and delivered mix-ready with clear naming/versioning.

If you need more than music, I can also handle the full game-audio stack—so everything ships cohesive and implementation-ready.

  • Implementation (Wwise / FMOD): state/parameter-driven systems, seamless transitions, stingers, layers, and integration support for Unity/Unreal workflows.

  • Mixing: balanced loudness and clarity so music and SFX translate well in-engine across headphones and speakers.