For the room. For the game. For the experience. Steven Hickling Professional Audio for Games

— Composer · Sound Designer · Award-Winning · London

STEVEN
HICKLING
COMPOSER
& SOUND
DESIGNER

Music and sound made for your game, and your game only. You own it outright — no strings, no subscriptions, no awkward conversations later when it sells well.

Work with me →

Sound isn't decoration. It's the invisible architecture of your game — sound happens around us, to us and in time and space. We're hard-wired to hear, so your player doesn't decide to feel the tension or the excitement. They already do, before they've even registered why.

What I bring to your project

Original Soundtrack Adaptive Music Systems SFX Design Ambience & Atmosphere UI Audio Voice Direction Implementation (Wwise / FMOD) Perpetual Licence

— The Case for Sound

Immersion in pixels and waveforms.

Your visuals set the scene. Your audio makes it real. The two are in constant conversation — and when they're speaking the same language, the visuals pop and your story comes to life.

The brilliant thing about audio is the scope of it. Every space can feel different. Tension, release, wonder, dread — all of it available without lines of dialogue or a frame of animation. And it's not just for games with big narrative ambitions either. A perfectly judged sonic identity makes an arcade game more satisfying, a puzzle game more rewarding, a racing game feel genuinely fast.

Bespoke audio is one of the clearest signals a player receives that somebody really cared about making this.

What great audio gives you

Good sound design pays you back in ways that are hard to measure but very easy to feel — both during development and long after release.

More time in the world — players linger in spaces that feel genuinely alive. A rich, responsive soundscape says "there's more here" — and people follow that instinct deeper in.
A memory that sticks — a theme, a sound effect, a texture that's uniquely yours: these are the things people hum on the bus. The things that make your game live rent-free in someone's head for years.
A sonic identity — what is yours? Every game that endures has one. The ones that build communities, launch sequels, become something people actually love — they all sound unmistakably like themselves.

With Mario, the music is inspired by the game controls, and its purpose is to heighten the feeling of how the game controls. With Zelda, I was trying to enhance the atmosphere of the environments and locations.

— Koji Kondo, composer of Super Mario Bros. & The Legend of Zelda

— The Physics & Perception of Sound

How sound actually works

Sound is mechanical pressure — a wave of compressions and rarefactions moving through air at around 343 metres per second (roughly 767 mph / 1,235 km/h). Every thud, hum, and whistle starts as a vibrating object disturbing the molecules around it. What changes between a rumbling explosion and a delicate chime is essentially two things: how fast those vibrations repeat (frequency), and how forcefully (amplitude). The oscilloscope below lets you see and hear exactly what that means — in real time, straight from your browser.

Waveform
Frequency — 40 Hz
Play
Presets — uses current wave
Reverb — Dry

Hold the pad · latch for freeplay · kick & launch use your current waveform.

— The Four Fundamental Waveforms

Sine

The purest tone — a single frequency, no harmonics. Soft, clean, flute-like. The building block everything else is measured against.

Square

Rich in odd harmonics. Hollow, reedy, buzzy. The sound of retro games and chiptune — Kondo built worlds out of this.

Sawtooth

All harmonics present — odd and even. The brightest, most harmonically rich shape. Foundation of strings, brass, and leads.

Triangle

Odd harmonics only, but much softer than square. Warmer, rounder — good for sub-bass layers, muted leads, and gentle textures.

Range Frequency Perceptual Character Game Audio Role
Sub-bass 20 – 60 Hz Felt more than heard — rumble, weight, dread Explosions, earthquakes, boss presence
Bass 60 – 250 Hz Warmth, fullness, power Kick drums, low strings, environmental depth
Midrange 250 – 4,000 Hz Voice intelligibility, presence, detail Dialogue, most instruments, player feedback sounds
High-mid 4,000 – 8,000 Hz Clarity, attack, brightness Sword clashes, UI clicks, magic effects
Air 8,000 – 20,000 Hz Shimmer, space, stereo presence Ambience, reverb tails, fairy chimes

— The True Cost of Royalty-Free

A story worth telling.

"Royalty-free" doesn't mean what most people think it means. It means you pay no ongoing royalty per play — that's it. It doesn't mean free. It doesn't mean simple. And it definitely doesn't mean the money goes to the person who made the music. What it usually means is that a platform sits between the artist and the audience, collects the fees, keeps most of them, and calls the arrangement a favour to everyone involved. It isn't.

I've seen this up close. A client I worked with decided to streamline their process by going royalty-free. I understood — budgets are real, timelines are real. But their game did well. Better than expected. And the moment it crossed a revenue threshold in their library licence, the terms changed. What they ended up paying — in upgraded tiers, renegotiated terms, and the general administrative cost of managing it — was comfortably more than ten times what I'd charged them for a perpetual, project-specific agreement. The music they ended up with wasn't made for their game. The money didn't reach any musician. And the licence still had conditions.

I'm not telling that story to frighten anyone. Most projects won't hit that threshold. But it's worth understanding what you're actually signing — and what the alternative looks like. †

Working with me

Bespoke commission — agreed terms, once

Perpetual licence for the agreed project — one agreement, permanent coverage, no renewal.
No revenue thresholds or success penalties — your game earns £1 or £1,000,000 and your licence terms don't change.
No territory restrictions — your game can be distributed anywhere in the world without renegotiation.
No use-case tiering — the licence covers the project we agree on, in full, without hidden upgrade clauses.
Music composed specifically for your world — it is yours in spirit, distinctive in market, and built around your gameplay.
A single point of contact who understands your project and can deliver revisions, stems, and adaptive versions as the game evolves.

† The subscription-lapse issue is documented in Epidemic Sound's own terms: content published after cancellation is subject to monetisation by the platform. Revenue-based tier escalation and territory restrictions are standard across major libraries. Worth reading before you ship. If you want to talk through what any of it means for your specific project, just ask — that's what I'm here for.

Music and sound exist in the same time and space as your player. They deserve to have been made there too.

— Let's make something together

Let's make
something
unforgettable

Award-winning composer. Music placed with WWE, BBC News, EMI, Warner — and a New Year's address from The Pope. Now in the room with you, ready to score your game.

Get in touch → See licence terms

Original Score

A bespoke soundtrack — built around the emotional arc and mechanics of your game.

Sound Design

Every footstep, hit, UI click, ambient layer, creature sound. Designed from scratch, for your world.

Adaptive Systems

Music that moves with your game — implemented in Wwise or FMOD.