About
DUSKOsound builds the entire audio identity of a project: sound design, original music, foley, and final mix for films, video games, and animation. One author, one coherent sound.
Adaptive score that moves with the player.
You want a soundtrack that reacts, that swells when the boss turns, and goes quiet when the world holds its breath. I write adaptive, interactive music that lives inside the game instead of sitting on top of it, and I implement it so it plays the way you imagined.
Sci-fi, fantasy, horror, the worlds games are built from.
Game music is not a linear track, it is a system. I write adaptive, interactive scores in stems that shift with the player’s state, tension that rises and falls with what is happening on screen.
I handle the in-engine implementation too. On Fallen the audio is built in MetaSounds, so the music and sound design run live in the game rather than sitting in a folder. You get a working system, not just files.
From a game’s sonic identity to the last SFX, I can own the whole audio layer. Some game work is below.
What The Funge, Game Audio
Fallen, Score & MetaSounds
Nullvector, Sound Design & Mix
Metroidvania, Foley & AmbienceThe sound of a whole world, built to last: your studio ident, the game’s audio logo, the theme that returns, and the stingers and UI signatures that make it unmistakably yours. One coherent sonic DNA, with guidelines you own.