First things first!

Usually when I do any production I do a combination of all, or some of the following disciplines. Also worth mentioning; sometimes I do them alone, sometimes I don't. Why? Because I know some people better at certain things then I am, and it'd be a shame if I wouldn't allow them to make your project more beautiful!


Also, I don't like to do both the music and the mix for example. I think 2 sets of ears is better than one. 


Below you'll find a quick introduction when it comes to all the things I (and we) do on a daily basis (with love and care!).


This one is pretty straightforward: It means writing fitting music for your project, whether it's a movie, game, art-installation, event, commercial and anything beyond. Or in between.


This can include all kinds disciplines depending on the project such as orchestration, transcribing etc. etc. 

Sounddesign and Foley

This means adding sound to make a scene or environment come to life. This could be anything from cars to bows and arrows shooting on the battlefield to barn animals in a pixel-art game.


Do bear in mind that the approach differs when it comes to linear picture vs game assets. For example, game assets should be multiple options to be implemented with multiple variations across the options, whereas linear film can be a single asset.

Game audio implementation

Game audio implementation can mean different things in different ways. It depends on what we implement and how we implement it. 


For example, we can differentiate between middleware like Wwise and direct implementation, meaning I (or we) implement it working with the engine that is being used for the project. On a sidetone, we will always prefer middleware if possible since we are audio people after all.


Then we differentiate between the design assets and music. If the music has to be non-linear it's good to know it up front and make a plan on what it depends on and how we want it to behave.

Mixing and Mastering

Mixing means cleaning and polishing. It means making things shiny. Or muddy. It means making things sound exactly the way we want it to sound. 


Mastering will be applied to make sure the audio is presented in a way that works best for the piece or track. It also means we make it work for different occasions, and make it work from different angles. For example; a commercial that has to go to tv or radio has to be mastered differently than a track that has to go to a streaming service.