I am a Melbourne-based composer who creates immersive music for video games and podcasts. Recently, I have worked on game titles AETHUS (2026), Subdivision (2026), Saucer Commander (2025), Clap-Along (2024), Beer Heist (2024), Terra-Toy (2023), and numerous other projects, bringing a distinct musical aesthetic to each. In 2024, I expanded into podcast composition with Reverb Podcasts’ series Sightings, which quickly rose to #25 on the Apple podcast charts. With my ability to compose music with rich harmonic depth and work across genres, my music adds a unique layer to the gameplay experience. Alongside my compositional strengths, I am skilled in digital composition, mixing, mastering, orchestration, and adaptive music creation using audio middleware like FMOD and Wwise. I am able to create dynamic, responsive music that elevates the players experience.

Madison James Smith

PRO

I am a Melbourne-based composer who creates immersive music for video games and podcasts. Recently, I have worked on game titles AETHUS (2026), Subdivision (2026), Saucer Commander (2025), Clap-Along (2024), Beer Heist (2024), Terra-Toy (2023), and numerous other projects, bringing a distinct musical aesthetic to each. In 2024, I expanded into podcast composition with Reverb Podcasts’ series Sightings, which quickly rose to #25 on the Apple podcast charts. With my ability to compose music with rich harmonic depth and work across genres, my music adds a unique layer to the gameplay experience. Alongside my compositional strengths, I am skilled in digital composition, mixing, mastering, orchestration, and adaptive music creation using audio middleware like FMOD and Wwise. I am able to create dynamic, responsive music that elevates the players experience.

Available to hire

I am a Melbourne-based composer who creates immersive music for video games and podcasts. Recently, I have worked on game titles AETHUS (2026), Subdivision (2026), Saucer Commander (2025), Clap-Along (2024), Beer Heist (2024), Terra-Toy (2023), and numerous other projects, bringing a distinct musical aesthetic to each.

In 2024, I expanded into podcast composition with Reverb Podcasts’ series Sightings, which quickly rose to #25 on the Apple podcast charts.

With my ability to compose music with rich harmonic depth and work across genres, my music adds a unique layer to the gameplay experience.

Alongside my compositional strengths, I am skilled in digital composition, mixing, mastering, orchestration, and adaptive music creation using audio middleware like FMOD and Wwise. I am able to create dynamic, responsive music that elevates the players experience.

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Language

English
Fluent

Work Experience

Composer at AETHUS (Pawsmonaut Games)
January 1, 2023 - March 1, 2026
Composed adaptive and linear music to support gameplay systems and narrative. Designed and produced the full game soundtrack using Logic Pro X and virtual instrument libraries. Implemented adaptive music systems using Wwise, including vertical layering and parameter-driven transitions. Mixed and mastered all music to industry-standard specifications. Collaborated with an international development team across multiple time zones. Contributed to the game achieving 'Overwhelmingly Positive' reviews on Steam (1,250+ reviews). Delivered a commercially successful soundtrack, achieving 2,000+ sales within the first month of release. Original Soundtrack is available to listen to via all streaming platforms or Soundcloud.
Composer at Saucer Commander (White Door Games)
June 1, 2025 - December 1, 2025
Composed adaptive and linear music in the style of 1950s science fiction film scores. Developed a cohesive sonic identity aligned with gameplay and visual direction. Produced, mixed, and mastered all audio to professional standards. Collaborated with an international team to deliver music across development milestones. Official soundtrack released via Soundcloud, with a wider release to all streaming platforms upcoming.
Composer at SIGHTINGS Podcast (REVERB Podcasts)
May 1, 2024 - December 31, 2025
Composed textural music, sound design, and atmospheric soundscapes for a narrative-driven podcast. Interpreted creative briefs to align with producer vision and episodic storytelling. Produced, mixed, and mastered all audio using Logic Pro X and virtual instruments. Collaborated remotely with producers to shape the show’s sonic identity. Podcast reached #25 on the Apple Podcast charts (2024). Nominated for Best Indie Podcast (2025 Ambie Awards) and Best Scriptwriting (2026 Ambie Awards).
Composer at Loot Frog (Clumsy Dog, in development)
January 1, 2020 - Present
Freelance composition and production work for a development project.
Composer at Elf in Training (Festive Games, in development)
January 1, 2020 - Present
Freelance composition for development project.
Composer at Starship Stranded (Scorpio Service Games, in development)
January 1, 2020 - Present
Freelance composition for development project.
Composer at Subdivision (Grackalope Games, in development)
January 1, 2020 - Present
Freelance composition for development project.
Composer at Clap-Along (Grackalope Games, in development)
January 1, 2020 - Present
Freelance composition for development project.
Composer at Beer Heist (Grackalope Games, in development)
January 1, 2020 - Present
Freelance composition for development project.
Freelance Composer/Producer at Various (Clumsy Dog, Festive Games, Scorpio Service Games, Grackalope Games)
January 1, 2020 - Present
Freelance composition and production for multiple game titles across development studios. Responsibilities included adaptive and linear scoring, audio production, sound design, and delivery of game-ready assets across milestones. Collaborated with international teams and managed multiple concurrent projects since 2020.
Composer at Clumsy Dog (Loot Frog) – Freelance
January 1, 2020 - Present
Freelance composition and production work for in-development titles, providing adaptive and linear music to support gameplay and narrative.
Composer at Festive Games – Elf in Training
January 1, 2020 - Present
Freelance composition for a title in development, delivering cohesive musical themes and adaptive cues.
Composer at Scorpio Service Games – Starship Stranded
January 1, 2020 - Present
Freelance composition for an in-development title, creating adaptive and linear score elements.
Composer at Grackalope Games – Subdivision
January 1, 2025 - Present
Freelance composition for an in-development project, delivering thematic material and adaptive cues.
Composer at Grackalope Games – Clap-Along
January 1, 2024 - Present
Freelance composition for an in-development project, providing cohesive musical identity and transitions.
Composer at Grackalope Games – Beer Heist
January 1, 2024 - Present
Freelance composition for an in-development project, delivering adaptive cues and thematic material.

Education

Bachelor of Music at University of Tasmania
January 1, 2013 - December 31, 2015
Bachelor of Music with Honours at University of Melbourne
January 1, 2016 - December 31, 2016
Master of Music (Research) at University of Melbourne
January 1, 2020 - December 31, 2023
Bachelor of Music at University of Tasmania
January 1, 2013 - January 1, 2015
Bachelor of Music with Honours at University of Melbourne
January 1, 2016 - January 1, 2016
Master of Music (Research) at University of Melbourne
January 1, 2020 - January 1, 2023
Bachelor of Music at University of Tasmania
January 1, 2013 - December 31, 2015
Bachelor of Music with Honours at University of Melbourne
January 1, 2016 - December 31, 2016
Master of Music (Research) at University of Melbourne
January 1, 2020 - December 31, 2023

Qualifications

High Score Co-op Game Composition Initiative Recipient
January 1, 2024 - April 12, 2026
SIGHTINGS - #25 Apple Podcast Charts
January 1, 2024 - April 12, 2026
Ambie Award nominations (Best Indie Podcast - 2025)
January 1, 2025 - April 12, 2026
Ambie Award nominations (Best Scriptwriting - 2026)
January 1, 2026 - April 12, 2026
High Score Co-op Game Composition Initiative Recipient
January 1, 2024 - December 31, 2024

Industry Experience

Gaming, Media & Entertainment, Software & Internet
    paper AETHUS (2026) - Composer

    AETHUS is a narrative-focused indie game that emphasises atmosphere, exploration, and emotional storytelling. Set within a rich world, the game integrates immersive gameplay systems with a dynamic score. The music plays a central role in shaping the players experience, using both adaptive and linear composition techniques to respond to gameplay and enhance the game’s tone and narrative.

    The track ‘Lost World’ demonstrates my blending of both subtle ambience in the intro and bridge, with a more rhythmic groove based feel within the tracks A and B sections.

    For AETHUS, I composed approximately 45 minutes of original music. The full soundtrack can be found on all streaming platforms and SoundCloud.

    paper Loot Frog (In Development) - Composer

    Loot Frog is an upcoming incremental action bullet hell game that combines fast-paced combat with addictive progression systems and quirky world-building. Players break pots, collect gems, and battle an evil cult while upgrading gear, unlocking abilities, and pushing deeper into increasingly chaotic encounters.

    The game features 25 handcrafted levels across 5 distinct biomes, each introducing unique challenges, hazards, and gameplay variations. Progression is driven by a deep skill tree with over 200 upgrades and a wide range of unlockable abilities, allowing for diverse builds and playstyles. Designed as a compact but content-rich experience, Loot Frog offers approximately 5+ hours of gameplay with strong replayability through its incremental systems and evolving difficulty curve.

    paper Saucer Commander (2025) - Composer

    Saucer Commander is a VR-exclusive sci-fi experience developed for Meta Quest, set within a stylised 1950s-inspired retro-futuristic world. The game focuses on immersive interaction and atmospheric world-building, blending exploration and action within a distinctive visual and narrative style. The soundtrack draws heavily from mid-century science fiction film scoring traditions, using orchestral and hybrid textures to enhance immersion and reinforce the game’s cinematic tone in a fully spatial VR environment.

    The track ‘The Mothership is Coming’ demonstrates my blending of both synthetic and orchestral elements. I leaned heavily on a theremin led melody as a nod towards classic sci-fi film score from the 40’s and 50’s.

    The full soundtrack can be heard on SoundCloud, with a wider soundtrack release upcoming.