00 / AUDIO FOUNDRY
Audio that makes your trailer and gameplay feel expensive.
Music, sound design, foley, and implementation. Weekly drops. Owned through integration.
Genre samples below. Project-specific examples on the call.
01 / THE PAIN
When this becomes painful
You cut a trailer. The comments show up: "stock sounds," "music doesn't fit," "cheap SFX." That's not a vibe issue, it's a perception hit.
Players decide in seconds whether a game sounds finished. Audio is the cheapest place to lose that judgment and one of the fastest to win it back.
FIRST 72 HOURS
What we do first
- Review one build or a 3–5 minute capture
- Produce an Audio Priority Map (12–25 moments players notice first)
- Return a first-week drop plan with dates + file naming + integration checkpoints
02 / DELIVERABLES
What we ship
PACK-01
Signature Music
- Theme direction + variations
- Trailer stems for editors
- Loopable layers for gameplay states
PACK-02
SFX that carries the loop
- Weapons, UI, traversal, creatures, environments
- Consistent "sound rules" per system
- Versioned packs: SFX_Pack_01, SFX_Pack_02
PACK-03
Implementation ownership
- Unreal/Unity event map + naming conventions
- Mix states and chaos testing (overlap cases)
- Build signoff checklist
03 / CADENCE
How it works
- 1
Audio Priority Map (72 hours)
One build or capture → 12–25 priority moments + first-week plan.
- 2
Weekly drops
Versioned packs, naming conventions, integration checkpoints.
- 3
Integration signoff
We own the event map and mix; you get a build that sounds right.
04 / PACKAGES
Packages
No public pricing. We scope after the triage call.
Trailer-Ready Audio Sprint (2–4 weeks)
- 1 music direction + trailer stems
- Trailer hit kit
- 20–60 hero SFX
- Trailer mix pass
Requires locked cut or timecode notes by week 1.
Core Game Audio Build (8–16 weeks)
- Audio style guide (rules + references)
- Core loop SFX systems
- Core state music set
- Integration plan + checkpoints
Embedded Audio Dept (monthly)
- Weekly backlog + delivery cadence
- Ongoing SFX/music production
- Implementation ownership
05 / PROOF
Hear the range
Original score and SFX excerpts across genres. Testimonials and project-specific references shared on the triage call; we'd rather show work that fits your genre and milestone.
Epic / Trailer
Last Stand
Full orchestral hit for trailers and boss moments.
Original score · 45s excerpt
Horror
Deranged
Tension score built to sit under gameplay without wearing thin.
Original score · 45s excerpt
Fantasy
Crownlands
Orchestral fantasy theme with loop-ready structure.
Original score · 45s excerpt
Sci-Fi Horror
Derelict Signal
Hybrid synth and orchestral dread for derelict-ship energy.
Original score · 45s excerpt
Metal / Combat
Redline
High-gain metal built for combat loops and boss arenas.
Original score · 45s excerpt
Industrial
Heavy Industry
Grinding industrial groove for gritty, mechanical settings.
Original score · 45s excerpt
Casual / Cozy
Sunny Side Up
Light, loopable score for cozy and mobile titles.
Original score · 45s excerpt
Ambient
Open World
Exploration bed that holds up over hours of play.
Original score · 45s excerpt
Weapons
Live Rounds
Weapon SFX montage: handling, fire, tails, impacts.
SFX montage · 45s excerpt
Cyberpunk
Neon District
UI, tech, and environment SFX for near-future settings.
SFX montage · 45s excerpt
Cinematic
Final Cut
Trailer-grade hits, whooshes, and impacts for cinematics.
SFX montage · 45s excerpt
340+
Production music and SFX packs shipped
165+ / 130+
Music packs / SFX packs across every major genre
3 intensities
Every track in three intensity levels plus loop cuts, built for adaptive systems
3 engines
Unreal, Unity, and Godot integration tooling maintained in-house
Audio Foundry is backed by a dedicated studio team that has shipped game audio at catalog scale for years. Not a freelancer marketplace; a production pipeline that already runs every week.
06 / RISKS WE NAME UP FRONT
Risks / Unknowns / What we validate next
- Build stability week-to-week: Event names changing breaks integration; we need a stable event map or fast merge/test on your side.
- Approval speed: We need a single approver within 48 hours in week 1 or drops slip.
- Scope reality: Replace existing vs net-new changes how we plan the first drops; we clarify this in the Priority Map.
- Who merges and tests: We deliver assets and implementation specs; who applies changes and runs the build matters for cadence.
07 / FAQ
FAQ
08 / INTAKE
Send your build. Get an Audio Priority Map in 72 hours.
Fill out the intake below. We'll reply within 1 business day with questions, first-week plan, and what we can deliver before your milestone date.
Start intakeAudio Triage Intake
Let's talk about your game's sound.
This takes about five minutes. We save as you go, so you can step away and pick up where you left off. If forms aren't your thing, we'd rather hop on a short call.
Prefer a conversation? Book a 20-minute audio triage call and we'll walk through the same questions together. No form required.