JOHN LEONARD FRENCH
video game composer & sound designer
Flood Concept Art © Megaverse 2019
Music & Sound Effects
I’m currently working on Scoundrel, a 2D pixel-art stealth game with rogue-lite elements that’s currently in development by Bullish Games.
© Bullish Games
Keplerth on Steam
Currently in early access, Keplerth combines crafting, building and exploration into an endlessly generated world. I’ve been writing multiple music tracks for the game’s newly expanded soundtrack.
Dynamic Combat Music
QuiVr on Steam
QuiVr is the definitive VR archery experience. I’ve been working on combat music for the game and prototyping a dynamic music system.
© Blueteak | Alvios Inc.
Combat Music Layers
Buy Remnith on Steam
Remnith is a chaotic first person shooter where enemies increase in strength with every missed shot.
For Remnith’s dynamic music system, I created a looping track across eight intensity levels.
© Chronish Games
Music & Sound Effects
Tumble Will on Google Play
Tumble Will is an endless runner mobile game on iOS and Android. I created themed music loops for levels and sound effects for the user interface, obstacles and pickups.
Play Valiance Online
Valiance Online is a superhero MMO in development by Silverhelm Studios. I created additional title and menu music, combat themes and area ambiences.
© Silverhelm Studios
I wrote themed level music and title themes for Fragger 2, which brings new puzzles and gameplay mechanics to the popular series.
© Harold Brenes
Kung Pow Panda
Kung Pow Panda on Google Play
For Kung Pow Panda, I created looping tracks for the main theme, a gameplay loop and swamp and castle themed levels.
© Dropping Popcorn
I’m John Leonard French, a video game composer, audio designer & digital asset publisher
I write custom music for games, I make sound effects and I build game audio and music systems.
Right now I’m making music and sounds for Scoundrel, a stealth based rogue-lite and Keplerth, a popular exploration and crafting game in early access. My recent work includes QuiVr and Remnith for VR, mobile titles Tumble Will and Fragger 2 and many others, including selected tracks for the superhero MMO Valiance Online.
I often use game development engines, particularly Unity, and audio tools to build game audio systems as well as create content, such as QuiVr’s dynamic combat music system and Ambisonic soundscapes for Virtual Reality.
I’ve been delivering a series of classes on game music composition and integration at Ravensbourne University College in London for the last three years. In 2016, I was invited back to my former University, to give a talk about getting into the games industry.
I live in Norfolk, in the United Kingdom, with my wife, our daughter and a dog.