Alongside making my own games, I've also worked on external games as a freelancer! Nowadays I don't do it as much due to time and energy, but I try to do what I can when I'm in a good nuff mood. Most of my credits are for my work as a composer and sound coder for the Game Boy.
Reverse engineering original ROM & new Sound Effects using custom driver.
Sound Effects.
Music & Sound effects.
Music & Sound effects.
Sound effects.
Music & Sound effects. By the time I was asked to do the sound for Genesis II I was in a tricky spot - My laptop at the time ran an awfully bloated copy of Ubuntu 21 that refused to work with the latest version of Nick Faro's hUGETracker music editor, which stopped me from using many of it's new features. Luckily I already had some experience modifying the player's code, so what I did was write a modified player with whatever features I needed (Reverse arpeggio, speed grooves, Super Game Boy support, software volume control, etc) while still using the old editor. I released the code for this under the name 'hUGEDriver 5.5'.
Music and Sound effects. I scored this game in a rush for GBCompo 23 using my own sound engine, TonicFur. Sadly, I was not able to debug the GBDK/GB Studio version of the driver before the deadline, so the released version uses a different sound engine and sound.
Sound effects.
Sound effects.
Music & Sound effects.
Sound effects. Very late into development (Less than 2 months before release), The developer for RB contacts me saying they need help with sound effects - At the time, the game used exclusively WAV-based sound effects, which bloated the ROM outside the 4MiB engine limit, so my job was to take the finished SFX and remake them as chip-based sounds by ear (and spectrogram).
Music (Except for a few stock songs) and Sound Effects. All my tunes for this game are re-arrangements of Saint Seiya tunes in different styles to fit the level.
Sound effects.
Music track for Level 2 (remix from Yogi's track!).
Music & Sound effects. This was my first GB Studio soundtrack, and thus I discovered the tempo difference (59.7Hz vs 64Hz) too late to compensate, because of this, the music in-game played slightly too fast. I was able to fix this months later by suggesting an engine edit that modified the timer refresh rate, but I also released a ROM with the game soundtrack at the original rate and a visualizer (Available in the game's Itch.io page).
Music. This was my first game comm!
Music and coding. I've bundled these three games together as they all got cancelled and were developed by the same team under the Pizza Delivery 'Universe'. I did music for all three plus some coding in PD2 and Scrimblo.
Making a terrible & easy-to-use sound engine and a very popular sound effects pack means you get to see your work pop up in a lot of odd places, sometimes without you even knowing!
I think I'm allowed to mentioned this since I never signed any papers but... back in early 2024 I was contacted to write music for what was described to me as a promotional cartridge for Greenday's Dookie album. While Greenday is not a big band on me, I was excited to work with a name as big as Greenday, so I accepted and waited for more details to come... Details which never came, so eventually I just forgot about it. That is until the promo campaign was made public and I realized that was the project they were talking about. This would be a very funny story about almost being related to a project... If not for this video, which shows one of my sound effects from the Sweet Sounds pack playing. So even if I wasn't contacted again to do the music, I guess I somehow still made it in..?
Back when this game released, someone from GBDev mentioned to me that gbtoolsid flagged the ROM as using my GBDK Sound Effect engine, which was not mentioned anywhere in the credits nor in the webpage at that time. Luckily I was able to get in contact with MR's development team soon enough who explained the oversight and solved it quickly. But hey! I got to be in The Cutting Room Floor!