The Jukebox

My biggest passion (other than videogame) is making music. I’ve been doing this autodidactically on-and-off since 2017, and as a result, I’ve ended up with many pieces.

While the huge majority of my work is private, I’ve also done the Original Soundtracks of many of my own games over the years, and I figured it’s a good idea to group them all in one place (in reverse chronological order).

Some games presented here are unreleased, due to them being done in private settings, not being up to my modern quality standards, or because they were cancelled mid-production. I’m still posting the music because I figured it might still interest some people!

Squeaky Clean

Squeaky Clean is our Global Game Jam 2025 submission, where you play as Octave the Octopus, cleaning and providing for the electronic appliances that land in his Washing Machine.

In under two hours, I composed the main music (and a smaller main menu theme derived from it); trying to invoke feelings of water and soapiness. I mainly used my signature Glass Piano to make the supporting melodies and chords, and took instruments from other older pieces to avoid reinventing the wheel in such short notice.

While technically it is a piece in 3/4, it is a BPM so high that it feels like a slow 4/4 piece… Some parts still sound like ternary rhythm (HiHats and the background Glass Piano) but the main melody on synth feels more ordinary; I think the result is pretty enjoyable!

Fun fact: The game also uses “Asphalt”, a piece from Sonder (Unreleased, shown below); because we needed a funky fast-paced piece for the boombox.

“Bouncing Bubbles”: The main theme that plays during Squeaky Clean, using instruments I’m familiar with; composed in under 2 hours.

THE DIIG

THE DIIG is a school project aiming to “““remake””” The Dig (1995), a classic 2D Point & Click game.

The first drafts of the music tried to emulate parts of the original OST, namely leitmotifs from “Ghosts”, “Mission to the Asteroid” and “Underwater Cavern”; but the short time I had meant going back to original compositions which I find easier to do. I inspired myself with the game’s ambiance and tried to compose something more orchestral.

“Boston Deep Sea Walk”: The main theme of the whole game, with long “noise and rain” parts that space out the instruments, to focus on puzzles and create a surprise when it finally loops.

Project TT (unreleased)

Project TT is a canceled visual novel back from 2023 which got pretty far from a coding and musical standpoint, but that I didn’t keep working on due to lack of time.

Each room was going to have its own theme with some possible variants, but only two pieces got far enough to post here:

“Retro Bedroom”: The ‘bedroom’ theme that played while on a phone, swapping out acoustic instruments for chiptune-inspired sounds. The Retro one got farther than the real one, so that’s the one I’m showing here.

“Living Room Lofi”: The ‘living room’ theme that’s supposed to be so chill you could fall asleep. 3 minutes of slow echoing piano and hi-hat loops, with some other musical sprinkles on top.

Sonder (unreleased)

Sonder is a project from 2022 that’s unreleased but that I could show on this website in the future. It is a 2D platformer boss-battle inspired by Hollow Knight’s movements; themed around changing music mid-fight.

You could switch between a fast-paced one and a slow-paced one, which changed the boss’ patterns and attacks, while modifying your own abilities.

Both pieces have a specific BPM (135 and 90) that allow for every ability to be timed precisely for better visual feedback. They also were allowed to be more repetitive than usual, since you often switched from one to the other.

“Asphalt”: The ‘fast-paced’ piece, with a BPM of 135. I got inspired by more retro/dance tracks like Waterflame‘s ‘Steetwise‘. The goal was to have lingering bass and arpeggio tracks but to switch things up with the other instruments.

“Petrichor”: The ‘slow-paced’ one, with a BPM of 90. I started once again with my signature glass piano, a dembow-like drum pattern and heavy kicks to mark the beat. The rest flowed together easily

Shattered

Shattered is our GMTK Game Jam 2021 submission, a casual action game controlled with the mouse. The game was done in 48 hours, during which I composed the main menu and the levels’ theme.

All 11 levels have their own 10-second track that loops while you stay on the same level; but that smoothly transitions to the next piece when you pass.

It was quite challenging to create such short pieces that could stay interesting even if looped 3 or 4 times in a row; with enough evolution to have level changes feel rewarding, but to stay in the same theme; all in under 12 hours to stay within the Game Jam’s limit!!

“Last Vows”: A combination of all 11 levels’ OSTs put one after the other smoothly.

“Ghostly Stand-By”: The theme that plays during the main menu, using the same chords and instruments as the level OSTs, but slowed down.

Battletown (unreleased)

Battletown is an old shoot-them-up game I made back in 2021 that isn’t worth releasing to the public. In it, you fought against three bosses back to back, each themed around a specific elements (Water, Rock and Music), and had to learn their patterns to survive while shooting them back.

I personally still enjoy listening to its battle theme, even if it objectively is below what I could do back then. I can’t describe why, it just hypnotizes me…

“All-Out Tactical Nuking”: The battle theme and main theme of the game. Fast-paced and erratic with my signature Glass Piano sound; I still quite like listening to it from time to time on repeat for extended periods of time, I find it flows quite well.

Nemophore

Nemophore is our first-year end-of-year project done together with Zayn, and I did the OST of the game on top of the design and programming.

There’s also a main menu loop that I’m not showing here because it’s a single piano looping the same notes over and over…

“Honey Dew”: The main theme of the game, that plays during gameplay parts.