

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.
