A slow electronic/orchestral hybrid, which would fit well in a dark futuristic setting within an action game. Creates a tense atmosphere, and a sense of foreboding.
A funky, electronic piece for an android/electronic character or environment in a science-fiction setting. Started off as a practice in making electronic music sound more "organic".
This was written as incidental music, for a scene where the player first enters a location which was once a thriving community, but is now a shadow of its former self and has since become abandoned due to some (possibly unknown) disaster.
This upbeat, funky tune is intended for use as menu and/or character select music in casual, family-friendly games. It would also be suitable in driving games, and other genres where plot, style and atmosphere aren't key to the gameplay.
Style: pop Suitable genre(s): action, 2D platformer
A loud upbeat track with a powerful late 80's/early 90's stylized feel, with synths, loud power drums and gated reverb. Modelled on the factory/mechanical city levels you'd find near the end of old Sonic games.
An ambient piece, suitable as unintrusive background music in a sci-fi setting. Created using a modular synthesizer, processed heavily with reverb, reversed delay and a bit of granulation.
This piece was written for a peaceful forest scene in a fantasy adventure or RPG, where there is apparently no immediate danger to the player. Inspired by Nobuo Uematsu's Final Fantasy scores.
The same music as the above, remixed to a 16-bit arrangement which, like the music itself, was inspired by the Sega Mega Drive release of Sonic The Hedgehog.
A grand orchestral piece, for a fantasy RPG in the vein of the Elder Scrolls or Ultima games. More than a little inspired by the orchestral score for The Elder Scrolls III: Morrowind.
A sparse, slow, ambient piece for synthesizer, written as music which would run under some introductory story sequence for a cyberpunk-themed game, similar to Blade Runner or Snatcher.