I'm Jimmy Martella, a composer and audio designer, primarily for video games but open to any medium, originally from RI and currently residing in Boston, Mass. In 2026, I graduated from WPI with high distinction, earning a BA in IMGD (audio concentration) and BS in CS, getting to work on a variety of projects along the way. I’ve gained valuable experience in most facets of the game audio process, be it composing music, recording and editing SFX, sound design implementation, adaptive music and audio, and even voice acting, and I'm ready to bring those skills alongside my own unique stylings, energy, and drive to any and all future projects. Check out my work on my profile or on my own personal portfolio here: _Website not available. Sign in: https://www.twine.net/signup_

Jimmy Martella

PRO

I'm Jimmy Martella, a composer and audio designer, primarily for video games but open to any medium, originally from RI and currently residing in Boston, Mass. In 2026, I graduated from WPI with high distinction, earning a BA in IMGD (audio concentration) and BS in CS, getting to work on a variety of projects along the way. I’ve gained valuable experience in most facets of the game audio process, be it composing music, recording and editing SFX, sound design implementation, adaptive music and audio, and even voice acting, and I'm ready to bring those skills alongside my own unique stylings, energy, and drive to any and all future projects. Check out my work on my profile or on my own personal portfolio here: _Website not available. Sign in: https://www.twine.net/signup_

Next availability:
July 27, 2026

I’m Jimmy Martella, a composer and audio designer, primarily for video games but open to any medium, originally from RI and currently residing in Boston, Mass.

In 2026, I graduated from WPI with high distinction, earning a BA in IMGD (audio concentration) and BS in CS, getting to work on a variety of projects along the way.

I’ve gained valuable experience in most facets of the game audio process, be it composing music, recording and editing SFX, sound design implementation, adaptive music and audio, and even voice acting, and I’m ready to bring those skills alongside my own unique stylings, energy, and drive to any and all future projects.

Check out my work on my profile or on my own personal portfolio here:
Website not available. Sign in: https://www.twine.net/signup

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Language

English
Fluent

Work Experience

Freelance Composer & Audio Designer at Various
May 13, 2026 - Present
Student Composer & Audio Designer at Worcester Polytechnic Institute
August 22, 2022 - May 13, 2026

Education

Graduate at Worcester Polytechnic Institute
August 23, 2022 - May 13, 2026
BA in IMGD & BS in CS

Qualifications

Bachelor of Arts in Interactive Media & Game Development
August 23, 2022 - May 13, 2026
With High Distinction, Concentration In Audio
Bachelor of Science in Computer Science
August 23, 2022 - May 13, 2026
With High Distinction
Dean's List
August 23, 2022 - May 13, 2026
From WPI (Spring 2025, Fall 2025, Spring 2026)

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    Broken Board

    Broken Board is an arcade skateboard-platformer game inspired by Tony Hawk’s Pro Skater and Skate., as well 2000s video game audio/visual aesthetics in general, but with a light horror-themed twist of being chased by a monster. I was in charge of all aspects of the audio, including the music, SFX, adaptive audio design, implementation, and the performance of the monster, a.k.a. “Gleebus.”

    Play The Game

    Stream The Music

    Sound Effects

    Most of the SFX were technically made using Foley, but the sources were largely things like tapping my desk, so the editing played the far bigger role, most notably the EQ filters used to make everything sound more low poly to match the visuals.
    The other notable SFX is of course the bit of VA work I did, specifically the effort barks for the Player character and the growls of Gleebus, the monster, both of which come together in the death stinger.

    Music

    I made the music using REAPER, attempting to emulate the vibes of rock music of the Pro Skater games and such. There are two full compositions, a menu theme and gameplay theme, plus a short stinger when you die.
    Like the SFX, I also edited the music to sound more low poly to match the aesthetics of the rest of the game.

    Implementation

    The game was made in Unreal and, though I had originally planned on using Wwise which I was already quite familiar with, I ended up having to use Unreal’s built-in Metasounds program, which I had to essentially learn within a month. Especially with that in mind, I’m very happy with how well it turned out.
    Beyond just basic sound effects, notable design work includes Gleebus, who gets louder the closer he gets, and the music, which adaptively adds more and more elements the higher your score gets.

    SPI-Glass

    SPI-Glass is an ongoing experimental AR Ghost Hunting Game project, a 1920s-themed blend of Pokémon Go and Ghostbusters made as a multi-year iterative Major Qualifying Project at WPI. I got to participate in the second year and was responsible for contributing to the audio, including music, SFX, VA, and groundwork sound design implementation.
    Due to the nature of the project being an iterative, worked on by different teams over several years, many of the audio assets I made over the short seven week period are not currently fully implemented. Nonetheless, the quite large amount of work that was completed will hopefully serve as valuable foundation for future iterations of the project.

    Stream The Music

    Music

    I made the music in REAPER, creating four full compositions for the game (plus an additional very short one), taking inspiration from various jazz tracks from the 1920s and 30s, as well as the game Cuphead. This includes the main menu track, the world map theme, a character theme, the ghost encounter music, and a short mission complete theme stinger.
    For the encounter music, I also created specific arrangements for the two different phases, as well as one for each type of ghost, which I also did for the victory and defeat versions of the mission complete stinger. In total, this resulted in seventeen unique arrangements.

    Sound Effects

    The project required a wide variety of sound effects for the originally proposed tools and ghosts types, and in total I recorded and edited nearly three hundred discrete assets.
    For the various tools, I primarily used Foley. This ranged from a keyboard, a microwave, and a literal vacuum, to a wad of wet paper towels, some uncooked pasta, and even literal microphone feedback.
    Aside from the UI, everything else required voice performances. The ghosts and full radio dialogue takes are detailed below, but this also included ambient creaking (which I performed).

    Voice Acting

    VA most directly included the barks for the ghosts. I performed six myself, two each for the traditionally ghostly Spirits, the giggly and childish Wraiths, and the animalistic Demons.
    I also performed all radio dialogue. Despite only hearing snippets in-game, I performed five full scripts.

    Implementation

    Even though many of the assets I made could not be fully implemented, because I used the external platform Wwise, I was able to get a large amount of implementation work done that will be useful for future iterations of this MQP.
    Notable completed work include the adaptive encounter music, wherein it will switch to the specific ghost arrangement when transitioning between the investigation and dispersal phases, without restarting the track.

    Metro Dreams

    “Metro Dreams” is a concept EP of ambient music blended with real audio of a metro station, depicting someone fading in and out of four different distinct lucid dreams.
    I made it with REAPER, primarily using a specific pack from Splice Instrument’s LABS called “London Atmos,” both for the literal metro station audio and the synthesized instruments.

    Stream The Music

    Though the EP is made up of four distinct “dreams,” each meant to emulate a different feeling dream, I decided to include an extended period of nothing but metro station ambiance at the start and end of each track, intending each to flow into the next until the end.

    Beyond using an unusual set of synthesized instruments, I also experimented with a number of audio effects which I explained in great (admittedly quite rambley) detail here.

    Dream Defenders

    Dream Defenders was an interactive audio installment where players are tasked with stopping demons from invading a child’s dream, represented through interactive musical instruments.
    I helped develop the installment for my Advanced Topics in Interactive Audio class at WPI. My primary role was contributing to the music (I did the first and last gameplay pieces heard in the clip), but the development of the concept and design principles was very much a collaborative process for the entire class.