I collaborate with developers to create highly immersive games, using music, sound, and audio systems to help bring their worlds to life.
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I'm passionate about games that create entirely new worlds for you to roam and discover. Games that tell stories that move you. Games that make you reflect, laugh, or cry. Philosophical games that carry a meaningful message. Games that blur the lines between art and entertainment.
In my Bachelor's thesis, I sought to establish objective quality standards for music (to no avail, of course). Then, I wrote my Master's thesis about moral osmosis in video games. Now, for the past decade or so, I've been fortunate enough to combine my love for audio and games in the work that I do!
Currently, I'm (still) raving about The Last Of Us Pt. 2, God of War: Ragnarök, Hades 2, Still Wakes The Deep, Hellblade II, No Rest For The Wicked, and WoW: The War Within.
As Audio Director on KeokeN's sci-fi adventure drama Deliver Us Mars, I was responsible for establishing and overseeing the game's audio direction. Spearheaded vision, composition (6 hours of in-game score and trailer material), sound design, implementation, VO, mixing, localization, pipelines, QA, optimization, porting (PS4/5, Xbox One/S/X, Switch), and coordination and management of external partners. Together with Bas Bertrand, we ensured that audio was never a bottleneck, but always a catalyst for creativity for the rest of the team.
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Recognition:
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Game Audio Network Guild Awards - Dialogue of the Year - Nominated
World Soundtrack Awards - Game Music - Nominated
​Music+Sound Awards - Best Original Composition in a Video Game (Gameplay) - Nominated
Dutch Game Awards - Best Audio - Nominated
TIGA Games Industry Awards - Audio Design - Nominated
MCV Develop Awards - Audio Innovation of the Year - Nominated​
KeokeN Interactive’s sci-fi classic Deliver Us The Moon takes players on an atmospheric and isolated voyage to the moon. My responsibilities covered all aspects of audio, including music composition, sound design, system design, implementation, VO, mixing, localization, QA, porting (PS4/5, Xbox One/S/X, Switch), optimization, and coordination and management of external partners. The soundtrack spans close to 4 hours of original music custom-tailored to the award-winning space adventure game.
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Recognition:
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BUMA Music in Media Awards - Original Composition in Video games and VR - Winner
Game Audio Network Guild Awards - Best Sound Design for an Indie Game - Winner
Game Audio Network Guild Awards - Best Dialogue for an Indie Game - Nominated
NAVGTR Awards - Outstanding Use of Sound, New IP - Nominated
NAVGTR Awards - Outstanding Song, Original or Adapted: "Sarah's Song" - Nominated
NAVGTR Awards - Outstanding Original Dramatic Score, New IP - Nominated
DIRECTION
TO GUIDE AND EMPOWER
Compelling game audio starts with a solid vision to establish the creative and technical framework. With direction, to organize everyone involved with respect for their time, affinities and abilities. To empower the team with the tools and structures they need to thrive. To maintain overview, coordinate external partners, prioritize effectively and mentor proactively. To champion the audio vision from early concepts to release and beyond.
MUSIC
TO MOVE AND CAPTIVATE
SOUND
TO EVOKE AND IMMERSE
The soft patter of rain, the fleeting whispers of the wind, the dark hum of an interstellar generation ship - rich, detailed soundscapes transport players right into your game's world.
SYSTEMS
The ever-evolving, complex, and technical nature of games calls for performant, scalable systems to drive your game's audio - e.g. ambience, reverb, or localization.
TO BRING WORLDS TO LIFE
LET'S CHAT!
If you'd like to inquire, get acquainted, or chat about an upcoming project need, please feel free to contact me at sander@sandervanzanten.nl or find me on Discord as 'barendhoff'!