Composition Demos
Music for Video Games
This collection of music samples are short extractions from large video game scores I have made over the past few years. This page serves to showcase a small perspective of the music that I have scored in video games, and how the process takes shape.
For each music example below, you will find information about the piece. It will include details from the developers and concepts behind the game that informed and guided the music. Whether it is concept images or notes notes, genre and style, or other information provided from developers, this music is a static example of the dynamic and interactive soundscapes that the music can create.
All of the scores can be dynamically integrated into video games through code, middleware such as wWise, and other methods. All stems and instruments can be split up to allow for dynamic integration aligning with moment-specific gameplay cues, as well as dynamically evolving loops over long sections of gameplay.
Please enjoy the small selection of the music that I have written for implementation into the incredible world of video game music!
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Hollow Knight Re-Score
For this piece, I completed a create redesign in the music of the incredible game 'Hollow Knight' which holds some of my favorite songs written for games. I implemented 3 main themes into this re-score, which are each provided individually below. In addition, I created stingers and transitions to blend them together while syncing the entire piece to a gameplay video included after the three themes.
The three pieces of music fill drastically different spaces of video game sound:
A) Menu Music for the Main Theme
B) Low Tension Exploration Music
C) High Tension Combat Music
A - Menu Theme
B - Exploration Music
C - Combat Music
Full Re-Score - (Synced to Gameplay Video)
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Turning the Tides

This piece was written for an orchestral score at a moment that uses elements of quick-time events alongside standard combat. The genre for this game is an Action Combat FPS with blended moments of traditional combat and quick-time events. Once you win a fight, instead of a cutscene, you play through a series of prompts to "integrate gameplay into the cinematic experience"
This specific cue is dynamically integrated when the hero of the story brings the level's boss health bar to 0, and triggers the final moments of heroic victory.
The main combat theme is represented in the first half, up until 00:30. The transition moment at 00:30-00:34 is triggered by gameplay indicators, and switches to a version of the main hero's theme as the quick time event is completed for cinematic purposes.
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Domain of the Mystic

Concept Image for City - Not in game scenery or capture
This score was written as the theme to a domain of magicians and mystical warlocks in a fantasy RPG game. The mysterious residents of this hidden and sealed away realm have just allowed the protagonist, a simple traveler at this early stage, temporary sanctuary in their realm. Weary of the circumstances, but kind in their offer, the developers wanted a theme that hints at the mystical and wondrous worlds that fantasy magic can create.
The music plays at a cutscene cue when the player first walks through a void-like barrier and the mystical city first appears. Using orchestral arrangements and building energy as details become grand environments, this track establishes a reoccurring theme for the city and its inhabitants.
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Mortal Chase

Stock Concept Image - Provided Prior to Scoring - No gameplay footage is able to be shown
This cue is a transition and blend between atmospheric scoring and dynamic melody-based music behind gameplay. The first section of the piece is an atmospheric cue with building risers and stingers that plays alongside a monster chase - before the player sees the enemy. It is dynamic in implementation, but static in this example:
When implemented, each stinger and group of risers/stingers play at key gameplay moments triggered by character movement and actions within certain spaces of the level. The end result of the climax in tension breaks when the player reaches a change in game state, and the building tension of a darkened chase explodes into panic after a jump-scare and close call
The brief silence in transition can be extended to any length to accommodate for the pop-up of the monster, which helps the sound effects and other audio to shine in this moment.
The final section is the chase theme for the game elevated to high energy, emphasizing the state of this moment in game as a high stakes final chase to determine your fate.