I will compose original game music and sound effects for your indie title

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

FeatureBasicStandardPremium
Original music1 looping track (up to ~1 min)3 looping tracks (up to ~2 min each)6+ looping tracks + full cue list
Sound effects5 custom SFX20 custom SFX50+ custom SFX
Adaptive / layered stems1 track with stemsAll tracks with stems
Loop-ready exportsIncludedIncludedIncluded
Format options (WAV/OGG/MP3)WAV + 1 compressedWAV + 2 compressedAll formats + per-engine prep
Engine-ready file organizationBasicStandardFull integration sheet
Source/project notesCue notesDetailed delivery doc
Revisions12Unlimited (within scope)
Commercial licenseIncludedIncludedIncluded

How it works

  1. 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.
  2. 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.
  3. 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.
  4. Revisions. You give notes; I refine arrangement, mix, intensity, and loop points until each cue fits the gameplay.
  5. SFX pass. I design and edit the sound effects against your action list, matching them tonally to the music.
  6. 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.

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