Uploaded May 2025 | Updated September 2026, 22 hours ago
Here’s a cue I wrote for MultiVersus (Sky Arena map, for the Steven Universe world). This one was pure fun — recorded in Nashville with a full orchestra, and rooted in one of WB’s most beloved IPs.
Composing for a fighting game meant keeping the energy maxed out at all times. There was no room for “quiet section vs loud section” kind of contrast. So instead, I leaned into register shifts, orchestration variety, and rhythmic changes to ramp and evolve the momentum.
Listen to how those three elements shape the energy in this short excerpt — all in service of gameplay, and all anchored by that unmistakably bright, song-y melodic DNA.
#MultiVersus #GameMusic #StevenUniverse #ComposerLife #VideoGameMusic #GameAudio #OrchestralMusic #Soundtrack #MusicForGames #FightingGame #SkyArena #WBGames #RecordingSession #BehindTheScore #MusicInGames #Gamedev
Here’s a cue I wrote for MultiVersus (Sky Arena map, for the Steven Universe world). This one was pure fun — recorded in Nashville with a full orchestra, and rooted in one of WB’s most beloved IPs.
Composing for a fighting game meant keeping the energy maxed out at all times. There was no room for “quiet section vs loud section” kind of contrast. So instead, I leaned into register shifts, orchestration variety, and rhythmic changes to ramp and evolve the momentum.
Listen to how those three elements shape the energy in this short excerpt — all in service of gameplay, and all anchored by that unmistakably bright, song-y melodic DNA.
#MultiVersus #GameMusic #StevenUniverse #ComposerLife #VideoGameMusic #GameAudio #OrchestralMusic #Soundtrack #MusicForGames #FightingGame #SkyArena #WBGames #RecordingSession #BehindTheScore #MusicInGames #Gamedev










