Game Audio

Game Audio & Sound Design

AAA Scoring | Immersive Soundscapes | Audio Implementation

I don’t just make 'sounds' for games; I build the sonic identity of the world. With 4 shipped AAA titles and experience working with SCEE (Sony), Eidos, and Kuju, I bring a veteran producer's ear to the interactive space. From cinematic scores to the tactile 'click' of a UI menu, I provide the analog warmth and 30 years of production experience that purely digital setups can’t replicate.

Bespoke Sound Design

From realistic Foley to surreal soundscapes. I don’t rely on static libraries. I use synthesis and real-world recording to ensure every asset is unique.

I specialise in using synthesis to vary repeated sounds. This saves vital memory while keeping the gameplay feeling organic and fresh—avoiding the "mechanical" ear-fatigue found in lesser productions.

Video Game Music & Scoring

Composing original scores that capture a game's essence. Whether it’s a high-tension cinematic or a non-linear ambient underscore, I ensure the music supports the narrative and enhances the emotional impact of every scene.

Dialogue & Voice Production

Professional voiceovers, dialogue editing, and mixing. With experience across varied accents and languages, I ensure your game is accessible and your characters sound world-class.

Technical Audio Engineering

I handle the entire audio pipeline, from conceptualization to final delivery. Every asset is optimized for your platform—be it PlayStation, PC, or Mobile—ensuring seamless performance and the highest quality standards.

Audio for Games

We also provide audio for games, including voiceovers, dialogue editing, and mixing. Our team has experience working with a wide range of languages and accents, and we can help ensure that your game is accessible to players from around the world.

The AAA Track Record

I’ve delivered audio for some of the biggest names in the industry. My work spans sound design, music, scripting, and audio repair for shipped titles.

ProjectDeveloper/PublisherRole
Bionicle HeroesEidosSound Design, Audio Implementation, Scripting
This is Football 2002SCEE (Sony)Music, SFX, Licensing, Script Editing
The GetawaySCEE (Sony)Interactive Audio & Implementation
Train Simulator 2KujuTechnical Sound Design
Penny Up the WallAppleFull Audio Production & Music

The "Main Man" Advantage

Unlike a generic audio house, you work directly with me.

  • The Gear: Your game audio gets the "analog treatment"—run through Neve preamps and vintage tube mics for a warmth and "expensive" depth that digital-only studios can't match.

  • The Hybrid Skillset: I bridge the gap between technical Audio Scripting and creative Music Composition.

  • Expertise: Trained at Brunel University (BA Audio) and West London Institute, with a lifetime of experience in Top 10 music production.

Audio Showcase

Take a listen to how custom synthesis and sound design can transform a game's environment.

Following listening to the 'originally released audio of this game, it appears that repeated sounds were not varied in any way. No doubt it is vital to save on memory, however synthesis can fix this, which is what has been applied in the above example of Julian's work.

  • Sound Design
  • Audio Implementation

"Bionicle Heroes" (Eidos) - 2006

  • audio scripting
  • additional audio repairs

"This is Football 2002" (SCEE)

Get in touch to discuss your project, request a quote, or view more specific samples.

Based in London. Serving game developers worldwide.