Testimonials

If you ever need music, I highly recommend Daniel.

I was working on a weird, hard to explain video game called Unshine Arcade and gave him the most vague request for a soundtrack and he came back with what I can only describe as the best soundtrack I could have ever imagined for this game.

He really goes above and beyond for everything, adding details and whole new instrumental solos deep into development when I thought the soundtrack was already at it’s peak.

Give him a chance and you won’t regret it.


Way of Work

This is how a project runs when you collaborate with me.

1. Scope

A call about the game, the build, the audio you need and when you need it. I come back with a fixed project fee and a delivery schedule.

2. Direction

Before writing a full score I deliver two or three short cues to settle tone, palette and instrumentation, This is where we decide if we are heading towards the right direction, on twenty seconds of music instead of forty minutes.

3. Production

I write, edit and mix in batches, with a check-in at each batch. Two rounds of revisions per cue are included. Anything that changes because the game changed is a scope conversation, not a free redo.

4. Implementation and handover

I build the events in FMOD, test them against a playable build and hand over a session your team can read. Fixes to my own implementation stay free after handover.

5. What you get

    • Stems and full mixes, 48kHz / 24-bit WAV, game-ready and loop-tested
    • Consistent file naming agreed before production starts
    • FMOD session with documented events, parameters and snapshots
    • A written cue sheet for the whole score
    • Rights: I license the music for use in the game and its marketing, and keep ownership of the underlying composition unless we agree otherwise

    Project fee, paid in three parts: 30% to start, 40% halfway, 30% on delivery.

    Daniel Veld

    I write interactive music and build adaptive audio systems for horror and dark fantasy games.

    After graduating as a composer for film and games at ArtEZ Conservatory in the Netherlands, I spent six months interning with a working AAA game composer.

    I work in a hybrid orchestral and electronic palette. The score should not sit on top of the game but move with it, amplifying and foreshadowing where things are heading. 

    Music, sound design and FMOD implementation come in one scope, built and tested in the project, not handed over as a folder of loops for someone else to figure out.

    Based in the Netherlands, working remotely with teams in Europe and North America. My evenings cover most of the North American working day.