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ENLIGHTEN
2022

Music composed in one day for the Brackey Game Jam 2022.1.

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  • "EnlightenTheme"

 

Music to complement the gameplay
My intention: To create a repetitive yet mysterious soundtrack, with dark violins and a crystalline piano adding a childlike touch to the music.

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  • "EnlightenThemeTension"

Credits' music. This is a deeper, more mournful version of the previous music, with the addition of percussion and strident violins.

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Enlighten
Ossuary

OSSUARY
 2021

Music composed in 5 hours for the Brackey Game Jam 2021.2.

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  • "TitleScreen"

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Music for the game's title screen. Inspired by the soundtrack of Death's Door. I tried to surprise the player by composing a music as dark as the apparent tone of the game, using organ to better destabilize the player with the music of the game itself below.

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  • « Game »

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Music to complement the gameplay. I wanted the music to be neither too dark nor too cartoony, using a minor scale, an electronic organ and a piano to give it a jazzy tone.

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Osmose

OSMOSE
2020

Compositions made for the Game Design Bachelor's final project

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  • "TitleScreen"

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Composed for the game's title screen. I introduce the game's main theme, a melancholic, contemplative leitmotiv.

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  • "IleTuto"

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Composed for the first level. It's a lighter orchestral remix of TitleScreen to gently accompany the player in his first discoveries.

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  • "IleEau"

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Composed for the water level. I wanted to infuse this music with an enigmatic tone through a haunting, mocking wind instrument.

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  • "IleFeu" 

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Composed for the fire level. First music composed for this game. The unusual environment, compared to the other levels, led me to adopt a darker, more imposing tone to the overall ambience, with the use of numerous brass instruments and an oboe.

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  • "IleCredit"

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Composed for the final level. A TitleScreen remix featuring only a questioning, nostalgic piano.

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  • "Credit"

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Music that was supposed to occurs for the game's Credit sequence but we didn't have time to implement it. It can be considered a slower, more complete version of "IleCredit", with the addition of string instruments bringing the adventure to a peaceful close.

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HUNT FOR THE OCCASUS CULT MOD
Mission 1
2020

Composition requested by a mod author for the independent video game Starbound.
It's a remix of three musics of the game's official soundtracks:

  • Crystal Battle 1 (last level of the game's main story),

  • Forest Battle 2 (end boss)

  • Ocean Battle 1 (first level of the game's main story)

This music appears in the first level of the mod, both inspired in their mood by the first official level of the game.
I'm also using the leitmotives of the other two musics, as the mod's level is related to the game's main antagonist, embodied by these two melodies.

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CARREG
2019

  • "Ambiance"

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Composition for CARREG, made as part of a group project during my studies. I wanted to create a mystical and mysterious atmosphere, the theme of the game being an apprentice magician tasked with collecting magic stones to save his village from a terrible curse. I chose instruments such as piano, strings, horn, choir, bassoon and Big Ben bells, as I felt they conveyed the mood better than electronic sounds. This sequence corresponds to the first (and only) level of the game, set in an eerie, mysterious cave on the edge of the village.

 

  • "Boss"

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Music accompanying the epic battle against the game's two bosses. The percussion, horns and male chorus are used to materialize and exacerbate the stress of the player fighting such formidable enemies. I've reused leitmotifs from the previous ambient music to remain consistent with the rest of the game. I also included a subtle reference to the independent video game Undertale, whose music I particularly enjoy.

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Carreg

SHOOTER PROJECT
2018

  • "Intro"

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My very first composition ever made is for the introductory sequence of my very first SHMUP video game created in LUA. In the style of Peter and the Wolf, this music introduces all the game's leitmotifs for each protagonist and antagonist in the story. The game's hero must rescue a princess captured by aliens, unaware of the reason for her kidnapping. The flute represents the princess, the electronic sounds the aliens and the electric guitar the hero.

 

  • "Niveau 1"

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Music from the first level of my unfinished SHMUP Shooter Project. Catchy and frantic, it reuses the hero's leitmotif. The finale is supposed to be the Game Over music when the player fails.

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