Sound Stories
Soundscapes that bring visuals to life.
Music for Teaser, Trailer & Promo Video
Music for Video Game
ADAM Audio
Soundtrack Competition 2025
For this soundtrack, I mainly worked in the key of A major, exploring shades between A major and D Lydian. This choice wasn't random — besides adding brightness and movement, I wanted to play with the acronym A-D-A-M (Major).
In terms of time signature, I chose 3/4, alternating phrases of three and five bars to maintain an organic pulse that matched the video's rhythm, while avoiding the predictability of a typical 4/4 pattern.
I also carried out sound design using Kontakt instruments such as Ferrum to bring a more cinematic character and physical texture to the sound. In several cases, I bounced MIDI tracks to audio to further edit and manipulate them with greater flexibility.
Additionally, I incorporated Foley elements, recording everyday objects, such as drills, bottle caps, and printers to bring more life and realism to the visuals.
Finally, I performed a simple yet precise mix, focusing on adjusting dynamics, cleaning frequencies, applying subtle saturation for character, and finishing with a master that balanced the spectrum and enhanced the overall energy of the track.
The Legend of Zelda (Game Play)
Composed dynamic music designed to respond to in-game actions.
Organic instruments such as flutes, cellos and violins were selected, taking into account the natural landscape represented in the game. Additionally, a Doric scale was used to reinforce the narrative.
The chromaticism existing in this scale, between the major second and minor third, and later between the sixth and minor seventh, evokes a sense of heroism and mysticism that aligns well with the theme of the game.
Additionally, the soundtrack was carefully designed to accompany different situations within the game. For example, the sound of the main motif was introduced during on-screen dialogue, while the string section appeared during panoramic views of the landscape.
Similarly, the music would change when an enemy was detected and during combat sequences.
Sound Design for Video Game UI .
Foley, Ambience & Sound Design
The Explorer
In this video, I demonstrate my technical and creative approach to sound design for a video game's user interface.
For this demonstration, I worked from my own vocal recordings, which I then processed using various techniques: reverb, delay, distortion, modulation, time stretching, and reverse playback, among others. These treatments enabled me to transform simple sounds into unique and functional elements that enhanced the player's experience.
In addition, I designed additional layers using wavetable synthesis with the Vital synthesiser, which added greater timbral richness and personality to the result.
The workflow was implemented in Logic Pro, using native plugins.
The video game The Explorer, used in this demonstration, is part of Unity's free asset library.
Dragon Age (Cinematic)
Recreated all environmental sounds using foley, editing, and custom sound design.
About the atmosphere, two elements can be identified: a bonfire and some drops falling from the ceiling. For the bonfire, different shots were taken by crumpling plastic bags of varying thickness to simulate the sparks of burning embers. For the drops, they were simply recorded falling onto a glass of water.
I also composed a short soundtrack in C minor using harps, choirs and strings, all native Logic Pro instruments.
The footsteps were added, which were recorded in a foley studio by walking on a wooden box and a gravel surface. Additionally, the impact and squeak of the door were recorded with a Tascam.
Finally, for some sheathed swords, the sounds of knives sliding against each other (recorded with a Tascam at the foley studio) and sounds of metal hitting metal in reverse (recorded with a shotgun microphone in the foley studio) were used.
The challenge here was the magical fireball witch was performed by our protagonist, plastic bags were crumpled to simulate fire, and they were quickly stretched and released to capture the 'boom' produced by the sound tail as they were stretched.
Foley for Animation
Foley, Ambience & Sound Design
The Fear
This was one of my first projects.
The postproduction required extensive Foley work, mainly footsteps and door sounds, since the characters constantly ran and moved between rooms. I began by creating all the foley to bring the scene to life, recording most sounds using a TASCAM recorder and an Audio-Technica AT2020 mic.
The footsteps were recorded in a university's Foley studio using a RODE NTG2 on multiple surfaces, achieving a far more natural outcome.
For percussive sounds (objects falling, doors hitting), in addition to the recorded hit object, the DAW's native percussion was used, modifying parameters such as pitch, attack, release, or length for variation. It was also modified to include vocal sounds (the kid voice, moans, and breathing) by recording myself and then adjusting the pitch or length to create a convincing childlike tone.
Since the short film is an animated thriller, my goal was to maintain a constant sense of tension and nervousness. Most of the effects were atmospheric, built with long attacks, slight modulation or detuning, and dissonant intervals played on the keyboard to heighten suspense.
I also added abrupt, percussive sounds after tense moments (typical of the thriller genre) to emphasise scenes and startle the viewer. These had fast attacks, high velocity, and in some cases, reverse percussion, leading to impacts such as slamming doors or falling objects.
Additionally, I sometimes used out-of-scene sounds, where certain noises are heard even though the source isn't visible, to enhance the overall tension.
The Mandalorian Scene
Rebuilt the scene’s entire audio environment with layered foley, textures, and percussion.
Regarding the ambience, in a war atmosphere, drum rolls and a pedal note that plays throughout the entire clip were added, which could be said to act as subjective ambience. Besides, multiple diffuse and distorted screams recorded at home were added.
Foley sound was made it too, the footsteps were recorded in a foley studio by walking on different surfaces. In one scene, we see a ship crossing from one side to the other.
For this, a car passing at high speed on the street was recorded with a Tascam, which served to simulate a Doppler effect. Another sound is that of a hammer, which was recorded similarly to the swords in the previous clip but applying different processes.
For the laser shots, the same method as Ben Burtt in Star Wars was used, which was to use a metal slinky, stretch it, and hit it at one end, resulting in the sound of the blasters. Finally, for the press, percussion sounds integrated into Logic Pro were used.
“While others focus just on music or sound effects, I focus on emotional impact to.”

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Music for Animation

Cheetos 1993 Ad
Built a full musical and soundscape atmosphere from scratch for this vintage ad.
The next clip was a 1993 advertisement for the "Cheetos" chip brand. It prominently referenced cowboy movies, aiming to evoke the Wild West atmosphere, inspiration was drawn from country music, particularly from Johnny Cash, a melody was composed using the C pentatonic scale.
Similarly, several clichés from Western music were incorporated. These included the iconic harmonica phrase from Ennio Morricone's "The Good, the Bad and the Ugly", percussion effects mimicking the trot of horses (gallop figure), and riffs with slightly distorted guitars.
Additionally, to reinforce the cartoonish nature of the advertisement, a touch of "Mickey Mousing" was implemented, both for the character and for the sounds of the train. This involved using existing instruments, such as a shaker and the same harmonica used in the opening.
Music and Audio Editing for Sonic Branding
Enhancing your brand
After

Objective: Promote the new product and generate interest among the target audience.
Target audience: Adults aged 18 to 50 with an online store and a physical product who are interested in increasing their sales.
Distribution channels: Instagram Stories, YouTube, Facebook, etc.
After

Audio Editing, Cleaning & Music Scoring:
Excessive sibilance reduce, control of the reverb and the dynamic range.
Audio corrections and adjustments between takes to homogenise the sound as much as possible, concealing recording errors and ensuring a seamless transition that maintains sound coherence.
Composition of a harmonic guitar base and pop-style drum rhythmic base, which maintains the dynamics and energy of the original advertisement, ensuring consistency with both the vocal tone and the speaker's facial expressions, which are reflected as pleasant and lively.
Before
Before

Voice Cleaning & Music Scoring:
Excessive sibilance reduce, control of the reverb and the dynamic range.
It all stems from the host image we have as a reference. Through his tone of voice, his way of communicating, and the symbolism behind him (the painting of the School of Athens), he conveys a particular energy: firmness, determination, and an almost warrior-like air.
The entire setting communicates a philosophy of intellectual and strategic combat, closely aligned with classical tradition and leadership.
The goal was to translate that atmosphere into the sound. That is why a string quartet (double bass, cello, viola, and violin) was created from scratch, providing that solemn, serious, and elegant tone, but also with a constant tension.
Furthermore, to reinforce that spirit of intellectual and emotional battle, some elements of orchestral percussion were incorporated: timpani, snare drums, and cymbals, seeking an effect similar to soundtracks like "Gladiator," where percussion marks the pulse of epic determination.

After

Before
Audio Cleaning & Music Scoring:
Excessive sibilance reduce, ambient noise reduction, and removing unwanted pre-existing (apparently unwanted) music traces.
Developed a new musical base more in line with the video, incorporating electric guitar recordings and adding drums, with a more energetic and raw sound.
The goal is to reinforce the powerful, rogue atmosphere conveyed by the image (with the host dressed in black, wearing a leather jacket and cap, in front of an Alpine-style wooden building), hoping the music will accompany and enhance this rebellious urban-rural contrast.

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