Portfolio


BACKROOMS NEMORIS_ 01

AI Short Film // Magnific Originals · 2026
Sound Design · Music Composition

Liminal Horror through Shared Sonic Materiality

Sound and music redesign for selected fragments of Backrooms Nemoris · S1E01, an AI-generated short created by Javi López for Magnific Originals. This portfolio piece presents a new sonic interpretation built from an edit of three selected fragments of the original episode, rather than a full re-sound of the complete original video.

○ Sonic Foundation: The soundscape was built around the physical and psychological behaviour of each environment, prioritizing diegetic sound while allowing musical qualities to emerge from the same sonic material. In the industrial opening, the portal is represented by a sub-bass system whose pitch, FM, filtering and modulation evolve with its increasing energy, culminating in the explosion.

○ Melodic & Textural Design: The corridors use a Duo – Clavichord Jangle patch combining clavichord and upright piano/tremolo timbres. Sparse chords and isolated notes allow the resonances to occupy the space, while subtle tape modulation introduces micro-instability. An aggressive analogue-style synthesizer appears only in response to specific visual anomalies, using fast pitch bends, spring reverb and spatial delay. In the Pool Office, an enveloping atonal layer built from cello and vocal textures establishes the spatial condition, while sparse xylophone notes, reverse counterparts and Dulcitone tones introduce further instability. Occasional cello gestures act as localized perturbations.

○ Narrative Purpose: The objective was to make the environments themselves feel threatening through normality, repetition, emptiness, resonance and subtle instability rather than relying on conventional horror scoring. In the Pool Office, the giant drain and whirlpool become the central diegetic event, designed from the physical consequences of such a phenomenon within a confined space: low-frequency impacts, suction, resonance and sustained room response. Music and sound design are therefore treated as different behaviours of the same sonic materiality.

The original AI-generated dialogue was extracted and processed for the redesign.

○ Original Episode: Watch on YouTube ↗


STONE OF MADNESS

Video Game ·Trailer // The Game Kitchen· Teku Studios (2025)
Scoring · Sound Design

Iberian folk horror meets Industrial Electronics

Audio overhaul for the official trailer of The Stone of Madness, set in an 18th-century monastery-turned-asylum in the Aragonese Pyrenees. The goal was to immerse the viewer in the atmosphere of that specific time and place, replacing generic orchestral thriller tropes with a musical identity derived from the environment itself.

○ Rhythmic & Percussive Foundation: Built around an ancestral 21/8 additive meter endemic to the region. The percussive design emerges from the collision of organic materiality and contemporary electronics, merging traditional frame drums and foley recorded in agricultural workshops with industrial kicks, 808 sub-basses, and synthesized impacts.

○ Melodic & Textural Design: Its melodic and harmonic language draws upon traditional instruments of the era, including gaita de boto drones, wooden flutes, and other native woodwinds. Combined with Gregorian chant, these acoustic sources construct the dense textural landscape of the piece.

○ Narrative Purpose: Folklore is not used as ornamentation, but as narrative raw material. Crafting sonic identities that are inseparable from the geography, culture, and psychology of the worlds they inhabit.

○ Original Trailer: Watch on YouTube ↗

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PROSPECT

Indie Sci-Fi Film Trailer // Depth of Field · Ground Control · BRON · Shep Films (2018)
Scoring · Sound Design

Industrial electronics meet environmental storytelling

Audio overhaul for the official trailer of Prospect, an indie sci-fi film set on a toxic alien moon where survival depends on fragile human relationships and constant environmental tension. The goal was not to impose a conventional cinematic score, but to let the hostile ecosystem itself shape the musical language and sonic identity of the piece.

○ Rhythmic & Structural Foundation: Built around an additive 30/8 meter, the score combines industrial percussion, orchestral impacts, distorted drum machines and rural Foley recorded in the agricultural workshops of a family farm. Its rhythmic architecture is tactically shaped to preserve dialogue intelligibility while reinforcing dramatic momentum and visual synchronization.

○ Melodic & Textural Design: Atmospheric synthesis, sparse orchestral gestures and abrasive electronic textures are interwoven with a recurring nyckelharpa motif, reflecting the protagonists' vulnerability and emotional isolation. Original Foley and field recordings captured in a rural scrapyard contribute to the tactile materiality of the soundtrack.

○ Narrative Purpose: Rather than separating music and sound design, both operate as a unified narrative layer. The score emerges from the environment itself, reinforcing the film’s core themes of survival, uncertainty and human fragility while remaining intentionally restrained. Carefully placed silences and tactical reductions in density allow the music to follow the dramatic pacing and visual cues without competing with the dialogue, instead entering into a subtle conversation with the characters on screen.

○ Original Trailer: Watch on YouTube ↗


EXODUS

AAA Sci-Fi · Video Game · Two-Trailer Edit // Archetype · Wizards of the Coast (2027)
Scoring · Sound Design

Narrative Hybrid Scoring through shifting scale and perspective

Audio Overhaul based on two official EXODUS trailers (Mara-Yama and The Rise of Jun Aslan). The music evolves in scale and behaviour while maintaining a consistent timbral identity.

○ Structural & Narrative Foundation: While the sound design maintains micro-synchronization with the visual action, the music is guided by dramatic segmentation based on narrative vectors, considerably more detailed than the global scoring approach of the original trailer, avoiding the effect of background music.

○ Melodic & Textural Design: A common musical language runs throughout both trailers through recurring melodic, harmonic and timbral material. Metric and modal changes are used to adapt to the narrative. The instrumentation evolves between cosmic horror, intimate and emotional textures, and hybrid orchestral layers that build towards the final epic scale. A melodic synthetic brass acts as the main connective thread, changing in function and prominence as the narrative evolves. It also serves as a sonic identity element for the logos.

○ Sound Design: The sound redesign combines processed library material, original Foley and synthesis, together with multiple combinations of these sources through layering, all synchronized with the visual action.

○ Editorial Approach: The Cold Open from The Rise of Jun Aslan was moved to the beginning and connected with Mara-Yama and the remainder of the trailer to create a new audiovisual continuity from the official footage. The original dialogue was extracted, edited and re-synchronized for the new cut.

○ Original Trailers: Mara-Yama ↗   ·   The Rise of Jun Aslan ↗


EXODUS · GAMEPLAY

AAA Sci-Fi · Video Game · Gameplay Edit // Archetype · Wizards of the Coast (2027)
Adaptive Music · Sound Design / Reactive SFX

Audio Worldbuilding through Musical Continuity

Audio redesign based on the official EXODUS gameplay reveal. The gameplay footage was edited into a focused sequence and rescored as a conceptual adaptive music system, using state-based musical layers and reactive sound elements to respond to changes in gameplay, environment and dramatic intensity.

○ Musical Continuity: Musical material from the companion EXODUS trailer rescore is reused and reworked for the gameplay sequence, creating continuity between the two pieces while allowing the material to evolve into a more adaptive musical context.

○ Adaptive Music Architecture: The score is organized around functional and incremental musical layers designed to respond to changing gameplay states, from exploration and enemy encounters to spectral processing, portal interaction and boss combat. Musical density can increase, decrease or transform according to the gameplay context while maintaining a coherent musical identity.

○ State-Based Musical Design: Distinct musical states define changes in musical behaviour while preserving continuity across the sequence. Exploration establishes the base musical layer, combat introduces additional rhythmic and harmonic material, and specific states progressively transform the musical texture to reflect changes in the game world and gameplay intensity.

○ Reactive Music & Stingers: Short musical events and state-specific stingers are designed to respond to particular gameplay behaviours and dramatic events. Boss stingers interact rhythmically and harmonically with the underlying score, functioning as recurring musical elements rather than isolated cinematic effects.

○ Sound Redesign: The soundscape was rebuilt alongside the music, combining processed library material, synthesis and layered sound design. Environmental, reactive and state-specific elements reinforce the physicality and behaviour of the gameplay while remaining integrated with the musical system.

○ Editorial Approach: Original dialogue was extracted from the official gameplay footage and edited within the redesigned audiovisual sequence, preserving the original narrative information while allowing the new music and sound design to follow the gameplay structure.

○ Middleware-Ready Design: The musical architecture was designed as a conceptual middleware-ready system, with DAW-based material organized into functional layers and states suitable for subsequent implementation in an interactive audio middleware environment.

○ Original Gameplay Reveal: Original EXODUS Extended Gameplay Reveal ↗


KAWASAKI CORLEO

Concept Vehicle · Expo 2025 Osaka, Kansai, Japan // Kawasaki Heavy Industries, LTD.
Scoring · Sound Design

Audio Branding through Future Nature Exploration

Audio overhaul for the official trailer of Corleo, Kawasaki's hydrogen-powered quadrupedal riding concept that reimagines the way we explore natural landscapes. Rather than relying on conventional futuristic scoring, the objective was to develop a musical language shaped by both Corleo's relationship with its environment and the trailer's visual narrative, allowing technology to integrate naturally into the landscape rather than dominate it.

○ Rhythmic & Structural Foundation: Built around a constant underlying pulse, the score maintains a constant tempo throughout to preserve narrative continuity across successive scenes. Expressive evolution is instead driven by continuous meter and modal shifts, allowing the musical language to evolve organically with each scene while preserving the sensation of a single uninterrupted musical journey. This structural approach enables the score to closely follow the trailer's evolving visual narrative without sacrificing cohesion.

○ Melodic & Textural Design: A deliberately restrained orchestration combines acoustic instruments, analogue synthesis and a minimal palette of percussion. Rather than following stylistic convention, instrumentation is driven by narrative purpose: each element contributes a distinct expressive role, balancing physical presence, territorial openness and biomechanical identity while preserving a unified sonic language throughout the piece.

○ Narrative Purpose: Rather than assigning separate themes to individual sequences, the score develops a small collection of recurring musical ideas whose expressive meaning continuously evolves alongside the visual narrative. Original Foley and sound design reinforce Corleo's interaction with terrain, vegetation and water, creating a coherent sonic identity that supports the constant dialogue between movement, exploration and contemplation.

○ Original Trailer: Watch on YouTube ↗


FOREST GIANT

Composition Contest Inspired by Eric Hallquist’s Artwork // Fall 2026
12 Story Music Composing Competition · Real Fantasy Music

Epic Fantasy portraying human fragility before a colossal presence

Original composition created for the 12 Story Music Fall 2026 Epic Fantasy Composition Contest, based on Eric Hallquist’s visual artwork. The piece explores the encounter between two radically different scales: a tiny human figure and the colossal, dormant presence of a stone giant. Contemporary Epic Fantasy is developed through the contrast between orchestral instrumentation and electronic textures, using their different material and expressive qualities as part of the narrative.

○ Structural & Narrative Foundation: The composition moves from environmental presence and discovery towards a progressively clearer relationship between the human observer and the giant. Rather than portraying the giant as an external threat, the music treats it as an ancient presence embedded within the landscape. The narrative culminates in the convergence of both musical voices.

○ Rhythmic & Harmonic Design: A continuous 7/8 pulse provides the underlying physical behaviour of the piece. Its internal subdivision begins as 3+2+2 and is later inverted to 2+2+3, preserving the same meter while changing the perceived directional impulse of the movement. The harmonic language is centred on G harmonic minor, with the raised seventh used selectively as a point of increased tension and gravitational pull.

○ Melodic Dialogue: The same melodic material is successively voiced by contrasting instruments, establishing a dialogue between the human figure and the giant. The human voice is represented by a more fragile and intimate string colour, while the giant is progressively associated with a deeper and more massive timbral presence. At the climax, both voices sound simultaneously, transforming the dialogue into a moment of recognition and coexistence.

○ Orchestral & Electronic Contrast: Acoustic chamber instrumentation and electronic textures are deliberately contrasted rather than blended into a homogeneous hybrid palette. The orchestral material provides organic, archaic and human qualities, while the electronics contribute depth, atmosphere, resonance and monumental scale. Their interaction forms the core of the contemporary Epic Fantasy language of the piece.

○ Timbral & Spatial Design: Spatial positioning is treated compositionally across both panorama and register. Surrounding string motion, a central melodic axis, diffuse atmospheric layers and progressively expanding low-frequency mass create a three-dimensional sonic environment that mirrors the different perceptual scales of the artwork.

○ Scale & Materiality: Different sonic layers operate at contrasting perceptual scales, from the breath-like presence of the bansuri and small electronic details to the mass of the strings, brass and surrounding atmospheric textures. The aim is not to represent the visual elements literally, but to make audible the relationships between fragility, scale, movement and ancient presence contained within the artwork.



Vision

I approach composition and sound design as acts of worldbuilding.Rather than starting from a genre or musical style, I begin by exploring the geography, culture, and materiality of a project, with the goal of forging sonic identities inseparable from their worlds.My priority is to build coherent sonic systems that reinforce suspension of disbelief across both cinematic and interactive experiencesTo achieve this, I combine rural field recordings, traditional instruments, and sound sources of all kinds — including custom instruments built by local luthiers — with electronic processing and contemporary sound design.Whether composing for games, trailers, or cinematic media, my goal is to develop systems of sound capable of communicating memory, atmosphere, and narrative.The landscape, the artisan's workshop, and the studio form the three pillars of this process.


Musical Projects beyond the scoring

Part of the sonic language behind my scoring work was developed through Andari, an ongoing collaboration between cante hondo and industrial electronic music.The project emerged from a simple question: what happens when two seemingly distant musical traditions are brought into collision? While separated by geography, culture, and time, both often express similar themes of displacement, longing, resilience, and the search for meaning in hostile environments.Rather than treating tradition and technology as opposites, Andari explores the territory where both become part of the same musical language. Acoustic instruments may assume roles typically associated with synthesis, while electronic textures often carry the emotional weight usually reserved for human performance.The project has been featured in editorial playlists and specialized media, and continues to inform my work in composition, sound design, and audiovisual storytelling.

BURRUFALLA

Burrufalla explores the rural heritage of the Iberian Peninsula through field recordings, traditional instruments and Aragonese lutherie, reimagined through contemporary hybrid production.A Rural Futurism project in which landscape, culture and sound become the raw materials for creating new worlds.Coming soon...



Contact

I'm available for music composition, sound design and audio worldbuilding. If you'd like to discuss a project, feel free to get in touch. Together, we'll explore what your world should sound like.

[email protected]