P.A.D

MUSIC COMPOSER MOCKUP DESIGNER SOUND DESIGNER GUITAR TEACHER  MIX & MASTER ARRANGER

P.A.D
Studio One iZotope Waves Unreal Engine FMOD

Selected Works & Interactive Scores

A collection of original soundtracks, and audio integration crafted for video games, films, and media projects. Click on any project to explore its story, audio tracks, and behind-the-scenes details.

Hot Lap Racing

Hot Lap Racing

Full Composition & Music Production / SFX

Clockfall

Clockfall

Full Composition & Music Production / SFX

Project Title

Moi c'est Jeck

Orchestration & Mockup Design

Project Title

Le Médaillon d'Orion

Full Composition & Music Production

Project Title

Will You Survive?

Full Composition & Music Production / SFX

Project Title

Carla's Cover

Arrangement / Orchestration & Mockup Design

Project Title

The Dark Knight Rises

Re-Arrangement / Orchestration & Mockup Design

Project Title

Les 7 péchos capotés

Full Composition & Music Production

Project Title

Starlight Runner

Full Composition & Music Production / SFX

Project Title

Necropalace

(2019) Mockup Design & Full Composition

Project Title

Super World War

Full Composition & Music Production / SFX (unavailable)

Section rework in progress

Frequently asked questions

A few things people often ask before working with a composer.

Are you open to working on small-budget or indie projects?

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Absolutely. As long as the project is exciting and the team is great to work with, I'm all in. Honestly, I often prefer these projects for the creative energy and passion they bring to the table. Indie projects are usually the most inspiring by nature.

Curiously enough, you sometimes see small projects trying to imitate major AAA productions, which feels counterproductive to me, especially artistically. But when an indie project embraces its own identity, that's where the real magic happens.

Do you use generative AI in your work?

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Not directly, no. I mainly use AI as a productivity tool, like helping me stay organized, automating repetitive tasks, or doing quick research. Every now and then, I might use it to talk through existing tracks, explore specific theory questions, or figure out a new plugin. But when it comes to the final product delivered to clients? It's 100% custom, crafted by a human for humans.

Why are you not on platforms like Fiverr or Upwork?

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Because my whole approach to scoring and the projects I love working on simply doesn't fit that model.

I genuinely believe my job is to bring something to the table that a game designer or director need: a distinct (musical) vision, artistic sensibility, cultural background, and specific craft. But to deliver that, you first need to build a real human connection.

Those platforms are great for certain fast-turnaround projects and specific expectations, but those aren't mine, and if you're reading this, they probably aren't yours either.

Do you work with live instruments or full virtual/VST setups?

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It depends on the project, but on average I'd say I'm around 80% VST and 20% real instruments. Over the years, I've built a solid collection of top-tier virtual tools, but more importantly, I've developed the craft to make them sound alive, natural, and expressive.

When it comes to orchestral writing, I make a point of composing idiomatically, meaning every line is written as if a real musician were playing it. That keeps the mockup sounding completely authentic, and if we ever decide to record with a live orchestra down the road, the transition is seamless.

What do you need from me to get started?

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A quick breakdown of what you need, your deadline, and your budget range. Beyond that, I just need you to tell me about your vision in your own words and with your own sensibility. Open, honest communication about what you want to achieve is really what makes the magic happen. Once we have that foundation in place, everything else flows naturally.

How do we handle communication and feedback during the project?

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I adapt to whatever setup suits your project best. But when given the choice, I like to create a dedicated workspace on MyFender.com. It allows me to upload every version of each track, keep everything organized, and gather clear, time-coded feedback on specific tracks or overall project chat.

It streamlines versioning, keeps a clean paper trail, and saves everyone from endless WeTransfer links. Paired with a good old master list spreadsheet to track global progress, it keeps the process smooth and stress-free for both of us.

Can you work with temp tracks or placeholders?

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Absolutely. It's a huge part of modern scoring, and I completely embrace it. When temp tracks are used thoughtfully, they streamline the whole process, letting editors and game designers move forward on a timeline that works for them. As long as it serves the project and helps us find the right direction faster, I'm all for it.

What is your revision policy?

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I don't charge for revisions, and there is no strict limit on how many we can do. My quotes always build in enough breathing room for corrections and refinements right from the start. If a track lands on the first try, great! My collaborators get their money's worth. If it takes a few tweaks, that's completely fine too. Nobody should feel hesitant to ask for adjustments, and I know I'll stay on schedule because that back-and-forth was already factored into the timeline. Of course, bounds still apply... Calling the night before to ask for a "v15" by morning isn't ideal! But as long as communication stays open and constructive, we'll always get the track where it needs to be.

Can you handle sound design and audio implementation, or just music?

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I can handle both, as they are fully part of my skill set. However, I often find that having a dedicated integrator alongside the composer leads to the best results, as it allows each person to give 100% of their energy to their specific craft.

When it comes to sound design for video, I am completely comfortable managing that directly within my DAW. That said, if the final assembly is happening inside a NLE, I usually prefer leaving the absolute final polish and placement to the video editor so they keep full creative control over the timeline.

Do you deliver mixed and mastered files ready for integration?

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Yes, if that's what the project calls for. I always make sure to map out my collaborators' exact technical needs early on so I can tailor my export workflow accordingly. Whether you need audio prepared for FMOD and Wwise or tracks ready to drop straight into a NLE, I deliver fully usable files with clear notes on processing and intent. When helpful, I'll also provide alternative exports with precise naming to give you enough headroom to tweak things in the final mix if needed.

What are your rates?

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My rates vary quite a bit depending on the project, the scope, and the time required. I always aim for a balanced deal that works fairly for everyone involved. That can range from around €500 for a short film, up to €15,000 to €50,000 for a full-scale video game requiring six months of dedicated composition and production.

I am not in this purely for the money, but years of honing a craft and sharpening a sensibility for media scoring carry real value. Negotiation isn't just about counting delivered minutes. Ultimately, creating the best possible conditions for a project leads to better art, and in the end, that's what the audience benefits from most.

How do you handle the rights to your music?

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Simply put, I always retain credit for the work I do. I want my future grandkids to be able to look at a game or film credit sequence and see my name attached to that composition or arrangement.

It's the same story for streaming releases. I don't see the point in hiding artists behind impersonal company or label names. That said, exact terms depend on my level of involvement in a given project. For my original compositions, I license the usage rights out while keeping my underlying copyright and publishing intact.

Let's work together

Have a project in mind? Send me a message and I'll get back to you as soon as possible.

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