Boss FightOriginal — three phases
Three distinct phases with hard transitions between them. Orchestral core, electronic low end, and a final phase that changes the rules. Written to be cut into and out of.
Hybrid action scoring for games and trailers. Orchestral writing and electronic production from the same hands — not one dressed up as the other.
Three distinct phases with hard transitions between them. Orchestral core, electronic low end, and a final phase that changes the rules. Written to be cut into and out of.
Calm and weightless — a title-screen theme that puts the player inside the world of the game before they ever press start.
Complete audio redesign of an existing trailer. Score, sound design, impacts, risers and transitions written and cut to picture. Original audio replaced end to end.
Pressure held under gameplay for long stretches. Driving percussion over a heavy low end, escalating steadily and never resolving — written to keep a player uneasy without pulling focus from the scene.