Services
Collaborative, flexible, and built around your project’s needs.
Let’s Work Together
-
Fit: No-pressure call to talk through your project and see if we’re a good fit.
Mood Board: Especially for early-stage projects, sometimes it's helpful to start by just talking through references, mood, and musical identity. I can help you nail down your game’s sound early, which makes everything else go smoother down the line.
-
I’ll write a small custom piece upfront so you can get a sense of my approach before committing.
-
We’ll keep refining things until the music feels right for your game.
-
Multiple pricing models depending on your budget, needs, and team structure (see more below).
-
Live string or vocal soloists, duets, or trios available to bring extra depth to your soundtrack.
Options for footage from recording sessions you can use for marketing, dev blogs, or crowdfunding.
-
Adaptive music implementation directly into your game using Wwise middleware.
Music Services
-
Custom Music Composition
Fully custom music written specifically for your game. Whether you’re going for something orchestral, hybrid, ambient, electronic, or a combination of styles, I’ll work with you to build an adaptive score that fits your world, your pacing, and your gameplay.
-
Live Recordings
Sometimes live players are what bring a piece to life. I handle contracting and producing live solo, duet, or trio recordings if your virtual score would benefit from that extra layer of performance. Options also available for behind-the-scenes video content from recording sessions for your Kickstarter, social media, or dev blogs.
-
Wwise Implementation
I can handle Wwise integration directly, so your music can respond dynamically to player actions, states, and game events. If you want music that shifts based on gameplay (intensity layers, states, stingers, etc.), I can build out the full system if you don’t already have an audio implementor on your team.
-
Music on Spec
If you want a preview before making a full commitment, I’m happy to write a short custom sample based on your project’s style and needs.
Every project has different needs, budgets, and risk profiles. I offer several pricing structures and am happy to talk through what makes sense for your team:
Flexible Pricing
-
A straightforward flat fee based on the amount of finished music (charged per minute of final music delivered). Works well for projects with a clear scope and schedule. This can be used within licensing or ownership options.
-
For projects with limited upfront funding, I’m open to working for little or no upfront payment in exchange for a percentage of game sales or revenue. This model works well when the full creative team is sharing financial risk.
-
I’ll write fully custom music, licensed exclusively to your game for a set term (typically 1–3 years). After that period, you can renew exclusivity, purchase ownership, or let the rights revert.
-
I write custom music for your project but retain the ability to license that music to others in the future. This lowers upfront costs while still giving you unique music for your game.
-
In many cases, a mix of these options works best depending on your project’s funding, goals, and timeline. I’m happy to talk through options and figure out what makes the most sense.
FAQ
-
We schedule a 30 minute call to talk through your game, your timeline, and what you’re looking for. No pressure — just a chance to see if we’re a good fit creatively and logistically. It can also be a good time to just talk through references, mood, and musical identity. If your project is early in development, I can help you nail down your game’s sound early, which makes everything else go smoother down the line.
-
I’ve worked across a range of styles, but tend to focus on orchestral, hybrid scores, ambient, and electronic textures depending on the game’s tone. I’m always down to try something new!
-
Very flexible. I’m happy to work with indie teams, mid-sized studios, or larger publishers, and will structure pricing based on what makes sense for your situation.
-
It depends on the scope, but I’ll always give you a clear estimate and keep you updated as we go.
-
I’ll write a short piece specifically for your game as a sample so you can hear how I might approach your project before you fully commit.
-
If your score would benefit from live performances, I handle contracting the players and managing the recording sessions in my home studio. Currently, I can contract string players (violin, viola, and cello) and vocalists.
-
Depending on the situation (passion projects, student work, portfolio collaborations, etc.), we can work with very low-cost or deferred arrangements. For projects that are not intended for commercial release, we can likely make a low-cost (or even free) non-exclusive licensing arrangement so that you can still get some custom music into your game. Either way, feel free to reach out — I’m happy to chat.