Commissions

I take on commissions for studios, indie developers, and creative teams, from a full game's audio down to a single sound. Here's what I cover and how I work. Every project is quoted individually once I understand the scope.

Planning a launch or full production?

If you're preparing to ship a demo, a vertical slice, or a full title, I treat your game's audio as one connected system rather than a pile of loose files. SFX, ambience, UI, and music are designed to sit together and behave correctly in-engine, so the whole thing feels intentional instead of stitched together.

Tell me about the project and I'll put together a plan, a timeline, and a quote.

Request a project call

Requests are reviewed within 1-2 business days. If it's a fit, I'll send available times.

What I cover

For single deliverables or smaller-scope work, here's the range. Open a category to read more.

The core of what I do: combat, abilities, impacts, pickups, world interactions, and the hundreds of small sounds that make a game feel responsive. I design each one to read clearly in a busy mix, keep a consistent sonic identity across the set, and deliver everything labelled and game-ready.
Room tones, weather, machinery, and the evolving background layers that make a place feel real. I can build simple seamless loops or reactive systems that shift with location, time, and gameplay, so the world never feels static.
Clicks, confirms, errors, navigation, and notifications. Small sounds that carry a lot of weight. I design them for clear, satisfying feedback that matches the look and feel of your interface and never gets annoying with repetition.
Vocalizations, footsteps, foley, and movement for enemies, NPCs, and player characters, from grounded and realistic to heavily designed and otherworldly. I build sets that stay expressive across a range of states and animations.
Menu themes, combat layers, stingers, and ambient beds, composed to fit the tone of your project. I write with implementation in mind, so tracks loop cleanly and layer dynamically inside the game.
Impacts, risers, braams, whooshes, and full sound design cut to picture for trailers, intros, and cutscenes. I mix for weight and clarity so every beat lands the way it should on first watch.
I don't just hand over files. I can integrate audio directly in Wwise or FMOD, set up parameters, states, and mix buses, and make sure everything triggers and balances correctly inside your build, ready to test.
Noise removal, repair, and mastering for dialogue, voiceover, podcasts, and existing game audio, using iZotope RX and a careful ear. Useful when you have recordings that need to be cleaned up and brought to a consistent level.

How it works

01

Brief

Send the project, references, and goals. We agree on scope and a timeline, and I quote the work.

02

Design

I build the audio and share work-in-progress early, so direction lands before anything is final.

03

Revisions

Every commission includes revision rounds. We refine until the sound fits the project exactly.

04

Delivery

Clean, labelled, game-ready files, integrated in-engine if you want me to handle implementation.

Per-project quotesDeposit to startRevision rounds includedGame-ready delivery
Request a quote

FAQ

Games, trailers, and cinematic work: SFX, ambience, UI, creature sounds, music, and implementation in Wwise or FMOD, from a full game's audio down to a single asset.
Every project is quoted individually once I understand the scope. Projects start with a deposit and include revision rounds.
Every commission includes revision rounds, so we can tune the sound to picture and to play until it fits.
Clean, labelled, game-ready files. I can also integrate everything in-engine in Wwise or FMOD if you'd like me to handle implementation.
Within 1-2 business days. If it's a fit, I'll send next steps and available times.
Start a project