Dark, Textural, Performed
Original scores built from live players, electronics and heavily manipulated recordings. Atmospheric and folk-inflected, in the Witcher and Santaolalla lineage.
A screen composer and score mixer moving into games. I write dark, textural, performer-led scores and mix them myself, from live players and electronics to a finished, implemented Atmos master, so the music arrives shippable rather than handed off.
A short games reel, plus an interactive demo showing how a cue is built in layers, exploration, tension and combat, and how it moves between them. Landing here shortly.
Devil's BidComposer · Arch Rat Studios · Steam
Original scores built from live players, electronics and heavily manipulated recordings. Atmospheric and folk-inflected, in the Witcher and Santaolalla lineage.
Music delivered as stems, layers and loops with the logic to combine them, implemented in Wwise or FMOD so it responds to the player, not a locked timeline.
I mix my own work to final, stereo through Dolby Atmos, from a 9.2.4 room. No dub stage downstream, so what I deliver is what ships.
Additional music, plus score-mix and audio support for other game composers and studios who want the technical load taken off.
I mix in a dedicated 9.2.4 immersive room built for music. For games that matters twice over: the score is written and finished in the same space, and it is delivered implementation-ready, in whatever format the build needs, from stereo to full Atmos.
Coming up through Hans Zimmer's Remote Control Productions, I learned to write music that holds its own inside a busy soundtrack. In games there is no dub stage to fix it later, which suits the way I already work.
The scoring and mixing track record the games work builds on.
Scoring briefs, studio contracts and audio roles. The fastest way to start a conversation.
heather@coldswim.studioFor anything hands-on about the music, the tools or the delivery.
ollysheltonmusic@gmail.com