Tiny Glade
Resound design and rescore
It was really fun to make this Tiny Glade redesign. I love how the original game uses such pleasant and satisfying sounds, so I tried to take the same approach when creating the audio and music for this clip. I worked on many different sounds, including making some with my mouth, using an accordion bellow for the chimney, and turning footsteps into the sound of a running fence. Many fun moments when doing this redesign.
Astrobot
Resound design and rescore
When making this redesign of Astrobot, I wanted to keep the sound design very cute, just like the game itself. I learned a lot during the process, especially by focusing on layering to create richer, fuller sounds.
Rescore of the Gris trailer.
For this rescore, I wanted the music to reflect Gris’s sense of grief and emotional journey. I began by composing the main theme on the nyckelharpa to capture a feeling of fragility and melancholy. From there, I orchestrated the theme and adapted the arrangement to the visuals of the trailer, allowing the music to follow the emotional shifts and visual transitions. My goal was to create a strong connection between the imagery and the music’s emotional progression.
Gris
Machinarium
Adaptive music
This video demonstrates how music can adapt in FMOD. The footage is from the game Machinarium. I created two loops to show how the music changes when the player reaches certain points. This illustrates how adaptive music responds to gameplay.
Hollow Knight
Gameplay re-sound exercise
The sound for this Hollow Knight clip was made in collaboration with Gustav Ängeskog and Jakob Hansen as a re-sound exercise. I composed the music and for sound design I did the player’s walking, jumping and dashing sounds. The music changes character during boss fight and returns to normal after the fight, showing how it could sound if it was to be implemented in a middleware.