Back to School (again)

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Very pleased to mention that i’ll be on the audio gaming panel for BIMM London on the 11th.
Myself, Alistair Lindsay (Jet Force Gemini, Roller Coaster Tycoon 3, SCEE) and Joanna Orland (Killzone 2, Burnout, Resistance) will be answering questions for the third year music production students.

Topics will include  –

  • Composition for games vs. moving image
  • Creating interactive non-linear audio, techniques & approaches
  • Project managing a games production
  • Creating games for different platforms
  • Paths for beginner composers, sound designers and employment opportunities

Excited to be a part of it!


Little Broken Robots

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You can listen to my OST for Dragon Army’s puzzler ‘Little Broken Robots’
The game has been well received and was lucky enough to be featured on the App Store home page!
You can grab the game for free on iOS HERE

3’s a Shroud Release

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The award winning horror '3's a Shroud' has finally been released over in the US.
I was lucky enough to write the title theme and work on 1 of 3 short films in the anthology.
Not for the faint hearted!


Back to School

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I will be hosting a masterclass at my old college BIMM next month.
Very excited to be doing this as I feel I have a lot to share and show!
I better start organising the last 10 years of my life into one coherent hour then!


Back from the Maldives!

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To celebrate my 30th I was whisked away to the other side of the world to spend some time in the Maldives.
What an incredible place, I would love to go back. In the week we were there we managed to cram a lot in, everything from scuba diving to taking Maldivian cooking classes.

Definitely a birthday I won’t forget!


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Excited to announce that I will be writing the score for Paranoid Android‘s new horror comedy film Ibiza Undead! You’ll recognise some of cast from Downton Abbey, The Inbetweeners and Peep Show.

Also with music supervision from Graham Walker who did Sleepy Hollow, What’s eating Gilbert Grape and
The Talented Mr. Ripley to name a few.

Hope to learn some great things from this experience!

The Shroud is upon us

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I have had the pleasure of working with the immensely talented team at Abyssal Arts run by ex-Capcom Japan’s Keaton White. The game Shroud is the project I will be working on with the studio, a tactical brawling RPG. Shroud is set in a fantasy world in the 1930’s, where the city Iskendrun is in chaos. A mysterious shroud has descended onto the city sealing everyone inside.

The story will be written in response to the actions of the players – once it’s finished, that will be the end. Players can replay, but will have no influence on the outcome of the ending.

For more info check the site here.

Defend the Dam OUT NOW!

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Almost a year after finishing the the project, Defend the Dam is now available for free from the App Store!
The game was created by the Atlanta based mobile studio Dragon Army. I was lucky enough to have the incredibly talented guitarist Sean Maier shredding the axe over all the boss themes and victory theme. The overall feel for the music was orchestral mixed with rock elements and if you notice, there is a musical theme riding throughout each song and area.

I feel that it helped unify all the levels, despite them looking and feeling different aesthetically.

You can purchase the original sound track from my bandcamp page here


A composer at EGX

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So my first time at EGX Rezzed was pretty awesome. A learning experience in different ways, the main and most important one being that the indie game community is very supportive of each other. It was a surprise to see younger and older developers so open and willing to help each other out.

Previously I had attended the bigger EGX event in Earls Court, but only as a consumer, not with a product to promote. I was witnessing a lot more of what was going on behind the scenes, and the amount of preparation and hard graft that go into each project. I was there to help Tom and Julian at Knifey Spoonie Games promote the game we’re working on, Pro Puzzle Wrestling, along with our good friend Keaton from Abyssal Arts. The four of us travelled up from Hove and crashed at a hostel around the corner from the venue, The Tobacco Docks.

It was busy to say the least; having worked Comic Con before, it wasn’t on the same scale regarding volume of people, but then the way it was spread out over different rooms and floors made it much more pleasant to work in. A few school groups were on their field trip which was pretty cool. I would have loved that when I was their age. Much better than visiting the Hovis factory like I had to. I did get to share some of my knowledge about writing for game with a couple of uni students; that was really surprising to me, as most of what I know was learnt at my PC in my bedroom.

The game was well received by players, especially for being only in pre-alpha. People initially showed reservations about playing another match-3 game, particularly when the crowd are hardcore gamers. Match-3 games get tarred with the mobile game brush, making them appear less in-depth; something you would unwind with on the tube ride home after work, unlike the bigger, more attention demanding games like MOBA’s and FPS’s. People would play for a few minutes then realise there was more to the game, they could work out the tactics involved, play strategically and enjoy the excitement and fun of wrestling.

I understand at these events, people wouldn’t be fully immersed in a game all the time, the big crowds, due to the noise and distractions. We had the game set up so people could play, and have the option to wear headphones if they wanted to experience the music and sound effects I had created. Tom would mostly take the lead and sit the guys down after Keaton, Julian and I would divert the traffic towards our game. He would walk them through the game, show them how it works and generally engage with the person and obtain feedback and critique.

Admittedly I felt disheartened to see that most people chose not to wear the headphones and listen to the sound over the three days. Obviously it was something I worked hard on over the last few months, it was a part of the game that was being completely over looked, I should probably blame the sensitive artist inside! There was one guy who came along, gave him the speech about the game and he played for a bit half heartedly, but then he chose to place the headphones over his ears. We lost him to the game for about 25 minutes, he was completely and utterly immersed in the game. That made it worth it to me, I wouldn’t have expected a reaction like that from anyone. It does make you think how important the audio side of things can be in games; you really want to evoke an emotional response from the player or listener, it really adds a solid layer to the experience. One guy did crack me up: soon as the headphones went on, he started aggressively rocking out in his seat with the dual devil horns out on display.

I really appreciated how supportive everyone was at the convention. It was a great learning experience as a composer and all-round human being.I appreciate you taking the time out to read my thoughts and feelings on this subject! If you want more information on the game you can check it out here.

Please feel free to shoot me message or tweet if you need anything.