Three people at a large mixing console during a session at Fames, two of them reading through the score

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

  1. You send the brief, plus any reference picture, and I quote from it
  2. I deliver a sketch on virtual instruments (a MIDI mockup), so we agree on the direction
  3. Several versions are included until we find the right style or composition
  4. When the project needs real players, I record them live at Boom Studios or Fames
  5. I mix it myself, in a room acoustically designed by Philip Newell

You receive

  1. The full mix plus stems, so nothing has to be rebuilt downstream
  2. Alternate cuts for ad edits, at whatever lengths the edit actually needs
  3. 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.