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Nicolas L.

Nicolas L.

Cinematic & Hybrid Composer for Indie Games

I write music for games that want to feel like something — not just sound like something. My background is in cinematic and hybrid orchestral composition, blending live-style orchestration with electronic textures and sound design. I've scored incidental music and narrative cues for episodic series, composed in techno and hardtechno styles for touring DJs, and produced hip-hop and electronic tracks across multiple independent projects. That range is exactly what game soundtracks need: a composer who can move between an intimate piano theme, a tension-building hybrid combat loop, and a pulsing electronic menu screen — all serving the same world. What I bring to a game project: Original scores built around your game's identity. I start from your art direction, narrative tone, and references — not a template. Whether your game leans toward dark sci-fi, melancholic exploration, or high-energy combat, the music is built to match that specific world. Adaptive-music thinking. I compose with implementation in mind from the first sketch: seamless loops, layered stems for intensity transitions, and stingers that respond to gameplay state changes — not just linear tracks dropped into a build. Hybrid orchestral-electronic range. Strings, brass, and orchestral texture combined with synthesis, sound design, and rhythmic electronic elements — a sound increasingly common in modern indie titles that want to avoid generic "epic trailer" stock music. Full original sound design alongside composition when needed: ambiences, UI sounds, and transition stingers that tie the sonic world together. Professional, portable studio setup: Ableton Live 12, Arturia MiniLab 3, Audio-Technica ATH-M50x monitoring, Focusrite interface, condenser mic for live elements. I deliver broadcast-ready stems and mixes, organized and labeled for clean handoff to your implementation pipeline. FMOD & Wwise familiarity. I trained in both middleware tools and am currently refreshing hands-on practice with current versions — I think in terms of how music needs to be structured for interactive implementation, not just how it sounds in isolation. Influences & sound references: My musical world draws from composers like Hans Zimmer, Thomas Bergersen, and Jon Hopkins — composers who treat orchestra, electronics, and rhythm as one instrument rather than separate layers. If your reference points include scores like Returnal, Dead Space, or Hollow Knight — atmospheric, emotionally specific, never generic — we'll speak the same language. How I work: Clear communication, realistic timelines, and revisions based on your actual feedback rather than guesswork. I send work-in-progress checkpoints so you're never surprised by a final delivery, and I'm comfortable iterating until the music genuinely fits the moment it's scoring. If you're building a world worth getting lost in, let's talk about how it should sound.

🇦🇷Buenos Aires, Argentina$20/hr100% JSS5.00 (2)Since Sep 2017

Earnings and projects

MRR
$0

Last 6 months ÷ 6

World#370,919 / 412k
🇦🇷Country#4,274 / 4,639
Revenue, last 30 days
$0
Total earnings
$1.3k
World#370,919 / 412k
🇦🇷Country#4,274 / 4,639
Per project
$437
Projects, last 6 months
0
World#209,857 / 412k
🇦🇷Country#2,284 / 4,639
Projects in all
3
100% fixed0% hourly
World#304,143 / 412k
🇦🇷Country#3,095 / 4,639

Earnings, last 30 days

$1.3kNothing earned in the last 30 daysBilled in all, before Upwork's fee · drag across the chart to see what was earned in any stretch
$1,280$1,300$1,320$1,340Oct 9Oct 24Nov 8

Skills