

Laurent
Mis
Game Music Composer & Sound Designer
Original, adaptive music and sound design that makes gameplay feel alive.
Game music REeL
Delivering production-ready, video game music and sound design for Indie Games: loops, stems, transitions, and implementation in Wwise / FMOD.
Cinematic themes, RPG exploration, boss fights, cozy loops, synthwave, horror tension.
Need adaptive music? I build vertical layers + horizontal transitions for seamless gameplay scoring.
Why developers hire me
Game audio is more than music — it's the difference between a game players remember and one they forget. With over ten shipped indie titles on Steam and a background in orchestration from the Juilliard School, I bring both musical craft and technical fluency to every project. I write loop-ready, adaptive scores that respond to gameplay, and I deliver them implementation-ready in Wwise or FMOD so your audio drops cleanly into Unity or Unreal.
Whether you're building a cozy farming sim, a procedural horror, a synthwave action game, or a turn-based roguelike, the goal stays the same: music and sound design that elevate your game's identity and make it feel alive.
Shipped Games
music and Sound Design
SpacePunk Survival
Music + SFX + Implementation (FMOD)
Afterlight Catacombs
Music + SFX + Implementation (FMOD)
Silent Depths
Original Music,Soud Design
Selected shipped games showcasing my video game music composition, sound design, and interactive audio implementation in Wwise/FMOD. Explore each project for reel clips, deliverables, and Steam links.


Sky Dust
Original Music, Ambiences


Oni Station
Music + SFX + Implementation (FMOD)


DreadStone Keep
Music + SFX + Implementation (Wwise)
What working with me looks like
Every project starts with listening to your game, your references, and your vision. From there I propose a musical palette and write the core themes, with short iteration cycles so you always know where things are headed. Stems, loops, transitions, and stingers are delivered in organized folders with clean naming conventions ready for your pipeline.
If you need it, I handle the full Wwise or FMOD integration too, including parameter-driven intensity systems, snapshot-based mixing, and smooth horizontal/vertical transitions. Communication is fast. Revisions are included. Deadlines are met.
Services
Custom Game Music
sound Design
implementation (wwise / FMOD)
Main theme + in-game loop system
Level / combat / boss / menu / cutscene cues
Delivered as loops + stems (implementation-ready)
SFX creation, editing, cleanup (iZotope RX)
UI/UX, weapons, Foley, ambiences, creatures
Mix-ready assets and naming conventions for dev pipelines
Parameter-driven music systems (intensity, biome, state)
Snap-to-bar transitions, stingers, dynamic layers
Integration support for Unity/Unreal workflows
tell me about your game:
Loop-ready cues + stems, built for implementation
UI/UX, combat, creatures, ambiences, mix-ready assets
States/parameters, transitions, stingers, integration support.
Recent recognition
Best Sound Editing at the Brasília International Film Festival. Featured on Steam releases including SpacePunk Survival, DreadStone Keep, Afterlight Catacombs, Silent Depths, Oni Station, Sky Dust, Sea of Intrigue, and The Hollow Host.
laurent mis
contact@laurentmis.com






