MUSIC COMPOSITION
ABOUT
I specialize in music composition that fits seamlessly into existing worlds – whether it’s creating original tracks or matching the tone and feel of established franchises. Able to hit a wide range of styles I can create distinct music that both fits and blends genres.
My past work also include porting and mimicry where I recreated both musical styles to suit ports and legacy game content.
Porting works include:
- Dragon Ball Z: Legacy of Goku II (Nintendo GBA)
- Cartoon Network Block Party (Nintendo GBA)
- Who Wants to Be a Millionaire (Mobile)
- Tom & Jerry (Mobile)
Stylistic Mimicry include:
- Topple (iOS) – asked to convert an existing piece of music into a whimsical Simpsons-like tune
- Trove MMO Trailer “Mantle Of Power” – 2nd half of trailer Chip – Dubstep. Asked by our marketing department to mimic the style of a piece they found.
- Trove
Adaptation works include:
- South Park Rally (N64, PC, Dreamcast, PS1)
INTERACTIVE | ADAPTIVE | NON-LINEAR GAME MUSIC COMPOSITION
I’ve worked on a number of titles where both Adaptive and/or Interactive music cues were used to drive gameplay. I was responsible for authoring the interactive music architecture and defining rules and transitions, composing and directing external composers to create assets and implementing the music testing them against game-states and data points.
TERMINOLOGY
Adaptive Music follows and scores gameplay in real-time shifting with mood, pacing and narrative to depict the player’s story.
Interactive Music reacts directly to player input, responding to choices, actions, or mechanics to reinforce agency and feedback.
Non-Linear Music is music that the structure is not stored in a single file but is made up of fragments that get stitched back together in run time.
Adaptive (With Interactive Elements) Game Music Composition:
Atlas Reactor
Showcasing a 3 phase state driven music system with optional cinematic taunt stinger
- Decision – low intensity thinking
- Action – higher energy (will return to decision)
- (Optional Taunt) – thematic action with witty comment and music stinger which segues into even higher energy action cue. It returns to decision easily.
- High Action – post taunt stinger kicks the game up a notch creating a feeling of elation or stakes are high moment
Interactive Game Music Composition:
Trove
Showcasing a simple change from game biome theme to flight (an interactive system when firing fireballs kicks up the music into high energy version with melody).
- Was created to make this rare mount Dragon Albairn a musical golden dragon highly sought after with emotional feedback as part of the value and enjoyment
- Dragon Albairn’s is a musical dragon so when mounted music switches to Albairn’s theme.
Interactive Game Music Composition:
Trove
Showcasing a simple change from flight Above water to Boat in the same “Ocean Biome” theme.
- Simple design and subtle in this case – when in flight, remove the bass! It might take a player a little to pick up on it but they feel it first
- When on a boat or underwater, the bass stem is added back in to give the feeling of depth and weight
MODERNIZED / STYLIZED CHIPTUNES
TRAILER COMPOSITION
Trailer Music Composition:
- Bespoke music
- Stylistic matching
- Unique Styles
Mobile Games
- Mobile Phone : Brew, Symbian 60, J2ME, Midi, SPMidi, RTTL
- Nintendo Gameboy Advance, NDS
- PocketPC, Palm OS, iOS & Android
- Formats include MOD, IT, XM, S3M MIDI / DLS, Nitro Composer
SHORT FILM COMPOSITION
Film & Animation – DR CORT3X
by GlowStick Studios
Credits:
- Composer
- Sound Designer / Supervisor
- Spatial Audio Engineer
- Dialog editor
Film & Animation – Just Add Milk
by Derek Cuneo
Credits:
- Composer
- Sound Designer / Supervisor
- Mix engineer
- Dialog editor & director
- Live Instruments: Guitalele, Piano, Vocals, Keyboards
GAME SOUND TRACKS
ALBUM – Jetpack Joyride 2 – Apple Arcade LoFi
Collaboration
Credits: