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Logo Sander van Zanten

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 tried 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. 

Bas Bertrand - Audio Designer at Grid Games

"Sander is the most skillful, passionate and versatile person I’ve worked with. Not only is he somebody who is very skillful at music composition and audio design, he also provides clarity, structure and a solid vision and direction. But most of all, he is somebody who enables the people around him, be it in audio or other departments of game development. Over the last 3 years of working with Sander I came to realize that it’s exactly that skill, the skill to enable creativity and growth in others, that defines great leadership and direction in our field of work. To say Sander is merely a great composer, audio designer, and director would be an understatement. He is a pivotal figure who not only crafts outstanding games but also unites and inspires his team.”

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Deliver Us Mars logo

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), 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 solitary 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

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Deliver Us The Moon logo

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. Championing the audio vision requires diligence and dedication from early concepts to release and beyond.

MUSIC

For a quicker listening experience, this reel contains music fragments instead of full tracks:

TO MOVE AND CAPTIVATE

SOUND

TO EVOKE AND IMMERSE

The soft patter of rain, the fleeting whispers of the wind, waves lapping upon the shore, the dark hum of an interstellar generation ship - soundscapes transport players right into your game's world. Succinct sound design supports your game mechanics, and strengthens immersion and engagement.

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Reel coming soon(tm)!

SYSTEMS

The ever-evolving, complex, and technical nature of games calls for performant, scalable systems to drive your game's audio. Solid systems are fundamental for audio on both a macro level (e.g. ambience, reverb, localization, music design) and a micro level (e.g. individual mechanics, vehicles, or character sounds).  

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Reel coming soon(tm)!

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'!

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