Music • Sound Design • Audio Implementation

Distinctive audio for games built to be remembered.

Original music, sound design, and implementation-ready audio for developers who want their projects to feel unmistakably their own.

Featured Reel

Hear the range in sixty seconds.

Cinematic scoring, emotional writing, synth-driven action, retro-hybrid production, and sound design in one concentrated showcase.

Raddland Studios Game Audio Reel

15+ years creating audio for games and interactive media

Dedicated Reels

Explore the range.

Select a category to see a focused reel, the kinds of projects it represents, and the specific audio services available for that style.

More Coming Soon

Additional focused reels are in development

Retro & Chiptune Reel

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Retro & Chiptune Reel

Raddland Retro and Chiptune Audio Reel (Matt Creamer)

Authentic and modernized game music inspired by NES, Genesis, SNES, arcade hardware, and classic game-audio traditions, created with the musical depth and production awareness of modern scoring.

Featured work for this reel

  • Authentic NES-style composition
  • Sega Genesis and FM synthesis
  • SNES-inspired sample-based scoring
  • Modern retro-hybrid production

Selected Work

Featured projects.

Complete scores, licensed properties, major shipped titles, and specialist commissions spanning cinematic, emotional, modern-retro, and authentic hardware-based production.

Notable Commissions & Collaborations

Match Land: Cartoon Network

Full Original Soundtrack • Licensed Steven Universe Arrangement

Composed the complete score for Cartoon Network’s crossover edition of Match Land, creating a broad soundtrack for its characters, worlds, battles, and colourful puzzle-RPG style.

I was also commissioned to reinterpret the Steven Universe composition “Atop the Sea Spire” in Match Land’s musical style, adapting an established piece into the sound of the game.

Monster Boy and the Cursed Kingdom

Sega Genesis Transcription • Yuzo Koshiro Arrangement

Monster Boy shifts between its full modern presentation and retro-styled gameplay sequences, with the music transforming alongside the visuals.

Yuzo Koshiro reimagined a composition from the original Master System game as a fully orchestrated, metal-infused rock track. I was then commissioned to transcribe his completed arrangement into an authentic Sega Genesis version for the game’s retro sections.

Services

One audio partner from concept to delivery.

Original Music

Cinematic, emotional, orchestral, synth, rock, retro, chiptune, and hybrid scores shaped around your game rather than forced into a template.

  • Looping and linear cues
  • Stems and adaptive layers
  • Trailer and promotional music

Audio Implementation

Organized, implementation-ready delivery with support for interactive systems, variations, transitions, and middleware workflows.

  • FMOD and Wwise workflows
  • Adaptive music systems
  • Clean naming and delivery structure

Flexible licensing and full-buyout options are available depending on project needs.

About Matt Creamer

Composer. Sound designer.

Experienced enough to solve problems. Curious enough to keep searching.

I am a composer and sound designer with more than fifteen years of experience creating music and audio for games, interactive media, trailers, and branded entertainment.

My work spans cinematic scoring, emotional narrative music, synth-driven action, orchestral and rock production, authentic and modernized chiptune, realistic sound design, and implementation-ready game audio.

I work directly with developers to define the right sonic identity, solve production problems, and deliver assets that are creative, organized, and ready to use.

Composer playing electric guitar in a home recording studio
Raddland Studios Music • Sound Design • Implementation
15+ Years creating game audio
Shipped Independent & licensed projects
Wide Range Retro through modern cinematic
Production Ready Stems, revisions & middleware support

Process

Clear, collaborative, and built around the game.

The goal is not simply to deliver files. It is to understand the project, find the right identity, and make the audio work inside the experience.

01

Discover

Define the game, audience, references, technical needs, scope, and schedule.

02

Explore

Test strong creative directions early so the project finds its voice quickly.

03

Create

Compose, design, edit, revise, and organize each asset around real production needs.

04

Deliver

Provide clean, implementation-ready assets with stems, versions, and documentation.

Start a Conversation

Building a game that needs a distinct audio identity?

Tell me about the project, its current production stage, your audio needs, target platforms, and expected schedule.