
Music for film, games and advertising
I write the music, record the players and mix it myself, so nothing gets lost between the first sketch and the final mix.
Every project is quoted from the brief.
Written for where it will play
FILM
Score written to the cut, voiced to leave room for dialogue and mixed so it survives the final dub. Because I'm also a mixing engineer, the cues arrive already mixed. And since I work with big studios, live players are possible even on a low budget.
GAMES
Loop-ready cues with clean seams, and tails that sit under dialogue instead of fighting it. I use Wwise and FMOD. When the project requires it, I record live players too.
ADVERTISING
Music written around what the campaign has to say, with alternate cuts for every length the edit needs.
Composed and mixed
Each one written, arranged and mixed by me. Entering the Blackhole, Spring and Reflections were played by live ensembles.
Orbea – Rise
- COMPOSED
- MIXED
The League of Extraordinary Employees (Trailer)
- COMPOSED
- MIXED
Palette Cleanser (Game Trailer)
- COMPOSED
- MIXED
Entering the Blackhole (ArtEZ Zwolle String Orchestra)
- COMPOSED
- MIXED
Spring (Orkest De Ereprijs)
- COMPOSED
- MIXED
Reflections
- COMPOSED
- MIXED
Red Sand (Pitch Percussion)
- COMPOSED
- MIXED
Darkwoods (Rescore)
- COMPOSED
- MIXED
Pan’s Labyrinth (Rescore)
- COMPOSED
- MIXED
From sketch to full orchestral score
I studied composition at ArtEZ University of the Arts, and I've spent many hours with orchestras in studios such as Fames. So the sketch is written knowing how it will sound once real players are on it.
The process
- You send the brief, plus any reference picture, and I quote from it
- I deliver a sketch on virtual instruments (a MIDI mockup), so we agree on the direction
- Several versions are included until we find the right style or composition
- When the project needs real players, I record them live at Boom Studios or Fames
- I mix it myself, in a room acoustically designed by Philip Newell
You receive
- The full mix plus stems, so nothing has to be rebuilt downstream
- Alternate cuts for ad edits, at whatever lengths the edit actually needs
- Loop-ready cues for games, with clean seams and tails that sit under dialogue
Live players are recorded at Boom Studios, in a 120 m² live room with 6-metre ceilings. Orchestras are recorded at Fames, in North Macedonia.