I will compose original game music and sound effects for your indie title
About this gig
I will compose original game music and sound effects for your indie title, crafting a custom score and SFX library tuned to your game's mood, pacing, and platform.
What you get
Working with me means receiving audio that is written specifically for your project, not pulled from a stock library. Depending on the plan you choose, your delivery can include:
- Original music tracks composed from scratch for your game (menu themes, exploration loops, combat tracks, boss themes, ambient beds, victory/defeat stingers).
- Seamless looping versions of every track, edited so they repeat with no audible seam — essential for gameplay that can last minutes or hours on a single screen.
- Custom sound effects designed for your specific actions: jumps, hits, footsteps, pickups, UI clicks, menu transitions, weapon fire, spell casts, environmental sounds, and more.
- Adaptive / layered stems (on higher tiers) so your audio middleware can crossfade between calm and intense states, or build intensity layer by layer as the player progresses.
- Loudness-normalized, game-ready files exported in the formats you need — WAV (44.1/48 kHz, 16/24-bit) for source assets, plus OGG or MP3 for compressed in-engine use.
- Organized, clearly named files in a logical folder structure so you (or your programmer) can drop them straight into Unity, Godot, Unreal, GameMaker, or any custom engine.
- A short delivery sheet documenting BPM, key, loop points, and intended use for each cue, so integration is painless.
- Full commercial rights to use the music and SFX in your released game, including paid commercial distribution.
Plans
| Feature | Basic | Standard | Premium |
|---|---|---|---|
| Original music | 1 looping track (up to ~1 min) | 3 looping tracks (up to ~2 min each) | 6+ looping tracks + full cue list |
| Sound effects | 5 custom SFX | 20 custom SFX | 50+ custom SFX |
| Adaptive / layered stems | — | 1 track with stems | All tracks with stems |
| Loop-ready exports | Included | Included | Included |
| Format options (WAV/OGG/MP3) | WAV + 1 compressed | WAV + 2 compressed | All formats + per-engine prep |
| Engine-ready file organization | Basic | Standard | Full integration sheet |
| Source/project notes | — | Cue notes | Detailed delivery doc |
| Revisions | 1 | 2 | Unlimited (within scope) |
| Commercial license | Included | Included | Included |
How it works
- Brief & references. You send me your game concept, genre, target platform, art style, and a few reference tracks or games whose audio you admire. Screenshots, a trailer, or a playable build help enormously.
- Direction sketch. I propose a sonic direction — instrumentation, mood, tempo range, and the cue list we'll cover — so we agree on the vision before I write a full piece.
- First draft. I compose and share a rough version (or a 30–60 second preview of a longer track) for your feedback. This is the cheapest moment to change direction.
- Revisions. You give notes; I refine arrangement, mix, intensity, and loop points until each cue fits the gameplay.
- SFX pass. I design and edit the sound effects against your action list, matching them tonally to the music.
- Final delivery. I export loop-ready, loudness-checked files in your chosen formats, named and foldered for clean engine import, plus the delivery sheet.
Why choose this
Indie audio lives or dies on fit. A track that sounds great on its own can still feel wrong in-game if the loop clicks, the intensity never matches the action, or the SFX sit in the same frequency range as the music and turn into mud. I write with the loop, the mix, and the engine in mind from the first bar — not as an afterthought. You get cues that loop cleanly, SFX that cut through, and files that import without a fight. Because everything is composed for your title, you avoid the licensing ambiguity and "I've heard this before" feeling that comes with stock packs.
Who it's for / use cases
- Solo developers and small teams shipping a PC, console, mobile, or web indie game.
- Pixel-art platformers, top-down RPGs, roguelikes, puzzle games, visual novels, metroidvanias, tower defense, and cozy sims needing a cohesive sonic identity.
- Game jam projects that want to punch above their weight with custom audio.
- Prototypes and vertical slices that need real music and SFX for a pitch, demo, or storefront page.
- Developers who already have placeholder audio and want to replace it with original, properly licensed work before launch.
FAQ
Q: Do I own the music and can I sell my game with it? Yes. You receive a full commercial license to use the delivered music and sound effects in your released game, including paid and commercial distribution.
Q: What game engines do you support? Any engine. I deliver standard WAV/OGG/MP3 files that work in Unity, Godot, Unreal, GameMaker, Construct, RPG Maker, and custom engines. On the Premium tier I organize files and notes per your engine's import needs.
Q: Can you match a specific style or reference track? I can work toward the mood, instrumentation, and energy of references you share, but I write original music — I won't copy a copyrighted track note-for-note. The reference guides the direction, not a clone.
Q: What about adaptive or interactive music? On Standard and Premium I can deliver layered stems so your middleware (such as FMOD or Wwise) or custom code can crossfade and build intensity as gameplay shifts. Tell me your system and I'll structure the stems to suit it.
Q: How do you handle loops? Every music track is edited to loop seamlessly, and I include the loop point in the delivery notes so it repeats without a click or gap during long play sessions.
Q: How many revisions do I get? Basic includes one revision, Standard two, and Premium unlimited revisions within the agreed scope. Big changes in direction after approval may count as new work, which is why I confirm the direction sketch early.
Q: What do you need from me to start? A short brief: genre, platform, mood, a cue list or action list, and a couple of reference tracks or games. A build, trailer, or screenshots make the result noticeably better.
Q: What file formats will I receive? Source WAV at 44.1 or 48 kHz, plus compressed OGG and/or MP3 for in-engine use, depending on your plan. Tell me your target platform and I'll match its preferred specs.
Reviews★4.6(10)
- @craft07★★★★★5
Asked for a battle theme plus victory and defeat jingles for my turn-based tactics game and got all three back as a cohesive set that shares motifs. Loops are tight, the files are game-ready, and he answered every question within hours.
- @sophia2024★★★★★4
Good experience overall. The horror ambience and jump-scare stingers for my short narrative game were genuinely creepy, and he was responsive to feedback. Knocked one star only because the turnaround was a day or two longer than the gig listed.
- @nick_labs★★★★★5
The looping background track he made for my pixel-art roguelike is exactly the chiptune-meets-orchestral vibe I described, and it loops seamlessly with no audible seam. He delivered the stems plus a master and even gave me a couple of intensity variations for combat. Communication was fast the whole way through.
- @eli_l★★★★★5
He scored a two-minute trailer for our pixel RPG and the dynamic build into the logo reveal gave me chills. Sent me a layered mix so I can tweak levels against the voiceover myself. Professional from start to finish.
- @sam_c★★★★★3
The sound effects were solid and usable, but the first draft of the music didn't quite match the dark sci-fi mood I was going for and it took two revisions to get there. We got to a good place in the end, just wanted more from the initial brief read.
- @irisi★★★★★4
Great main theme for my cozy farming sim. It took one revision round to dial back the brightness on the melody, but he was totally cool about it and the final version fits the art style perfectly.
- @nick_hq★★★★★5
Needed a full set of UI sound effects for my mobile puzzle game and got 18 clean, punchy clips back in three days. Every one is normalized and named properly so I could drag them straight into Unity.
- @themakers★★★★★5
Commissioned an 8-bit chiptune loop for the title screen of my retro platformer. He nailed the NES-style instrument palette and even kept the channel count authentic. Delivered WAV and the original tracker file like I asked.
- @jackw★★★★★5
Turnaround was quicker than promised and the boss-fight track absolutely slaps. He matched the tempo to my game's frame pacing without me even asking.
- @lunarbyte★★★★★5
I run a tiny solo studio and audio is the one thing I cannot do myself. He composed an ambient exploration loop and about a dozen creature SFX for my metroidvania, and the layered footstep and hit sounds give the whole thing a AAA feel on an indie budget. Will be back for the boss theme.