Composition and Sound Design
julian.fiveglovers@gmail.com 778-967-2659
Here are a few works that represent my abilities and versatility as a composer:
Here's the full soundtrack to a game I worked on for McGill's McGameJam.
The game follows a crow trying to help a young girl who is being chased by the residents of a small, snowy town. The music is meant to capture the mystical and fantastical elements of the game, and also reflect the isolated and delicate snowy environment that it's set in.
We had a time constraint of only 48 hours to make the game. It was a great excersize in efficiency, and shows I can deliver quality music in a very short time frame.
The full game can be found here: https://acaciesong.itch.io/her-feathers-fire
This is a game I made with a small team of artists and programmers in GameDev McGill - a game development club.
You play as a marine biologist, descending into the ocean towards an anomaly that alters the sea life in grotesque ways. The only means of communication with your employer is an old dial up fax machine on your desk. Only by the end of the game do we finally discover the anomaly's true purpose.
For all the games I work on I do both the music and sound design. Linked is a playthrough that showcases how the sounds and music are used in the game.
The game can be found here: https://murashki.itch.io/to-wound-the-waters
Here is my most recent project, a gamejam game made for the GMTK game jam.
The player must help perform surgery on a ragdolls working as an assistant to a creepy doll surgeon. At the same time, the goal is to steal body parts from the dolls to sell on the black market. I needed to capture the eerie style of the game, while keeping enough playfulness for the absurd doll-organ-theft setting.
Our team had four days to make this game.
These are selections from a month long scoring excersize I did called "Noisevember", and analogue to "Inktober". I was given an existing video game trailer and scored it without listening to the original music.
I took the challenge as an opportunity to expand my versatility and to get practiced at working quickly. For each trailer, all audio, including sound effects, were made in less than a day, and haven't been changed since.