I write music for games that want to feel like something — not just sound like something. My background is in cinematic and hybrid orchestral composition, blending live-style orchestration with electronic textures and sound design. I've scored incidental music and narrative cues for episodic series, composed in techno and hardtechno styles for touring DJs, and produced hip-hop and electronic tracks across multiple independent projects. That range is exactly what game soundtracks need: a composer who can move between an intimate piano theme, a tension-building hybrid combat loop, and a pulsing electronic menu screen — all serving the same world. What I bring to a game project: Original scores built around your game's identity. I start from your art direction, narrative tone, and references — not a template. Whether your game leans toward dark sci-fi, melancholic exploration, or high-energy combat, the music is built to match that specific world. Adaptive-music thinking. I compose with implementation in mind from the first sketch: seamless loops, layered stems for intensity transitions, and stingers that respond to gameplay state changes — not just linear tracks dropped into a build. Hybrid orchestral-electronic range. Strings, brass, and orchestral texture combined with synthesis, sound design, and rhythmic electronic elements — a sound increasingly common in modern indie titles that want to avoid generic "epic trailer" stock music. Full original sound design alongside composition when needed: ambiences, UI sounds, and transition stingers that tie the sonic world together. Professional, portable studio setup: Ableton Live 12, Arturia MiniLab 3, Audio-Technica ATH-M50x monitoring, Focusrite interface, condenser mic for live elements. I deliver broadcast-ready stems and mixes, organized and labeled for clean handoff to your implementation pipeline. FMOD & Wwise familiarity. I trained in both middleware tools and am currently refreshing hands-on practice with current versions — I think in terms of how music needs to be structured for interactive implementation, not just how it sounds in isolation. Influences & sound references: My musical world draws from composers like Hans Zimmer, Thomas Bergersen, and Jon Hopkins — composers who treat orchestra, electronics, and rhythm as one instrument rather than separate layers. If your reference points include scores like Returnal, Dead Space, or Hollow Knight — atmospheric, emotionally specific, never generic — we'll speak the same language. How I work: Clear communication, realistic timelines, and revisions based on your actual feedback rather than guesswork. I send work-in-progress checkpoints so you're never surprised by a final delivery, and I'm comfortable iterating until the music genuinely fits the moment it's scoring. Listen to my work: Cinematic/film/trailer: soundcloud.com/southeagle Electronic: soundcloud.com/nikloumusic Full portfolio hub: nikloumusic.carrd.co

Nico Loustaunau

5.0 (3 reviews)

I write music for games that want to feel like something — not just sound like something. My background is in cinematic and hybrid orchestral composition, blending live-style orchestration with electronic textures and sound design. I've scored incidental music and narrative cues for episodic series, composed in techno and hardtechno styles for touring DJs, and produced hip-hop and electronic tracks across multiple independent projects. That range is exactly what game soundtracks need: a composer who can move between an intimate piano theme, a tension-building hybrid combat loop, and a pulsing electronic menu screen — all serving the same world. What I bring to a game project: Original scores built around your game's identity. I start from your art direction, narrative tone, and references — not a template. Whether your game leans toward dark sci-fi, melancholic exploration, or high-energy combat, the music is built to match that specific world. Adaptive-music thinking. I compose with implementation in mind from the first sketch: seamless loops, layered stems for intensity transitions, and stingers that respond to gameplay state changes — not just linear tracks dropped into a build. Hybrid orchestral-electronic range. Strings, brass, and orchestral texture combined with synthesis, sound design, and rhythmic electronic elements — a sound increasingly common in modern indie titles that want to avoid generic "epic trailer" stock music. Full original sound design alongside composition when needed: ambiences, UI sounds, and transition stingers that tie the sonic world together. Professional, portable studio setup: Ableton Live 12, Arturia MiniLab 3, Audio-Technica ATH-M50x monitoring, Focusrite interface, condenser mic for live elements. I deliver broadcast-ready stems and mixes, organized and labeled for clean handoff to your implementation pipeline. FMOD & Wwise familiarity. I trained in both middleware tools and am currently refreshing hands-on practice with current versions — I think in terms of how music needs to be structured for interactive implementation, not just how it sounds in isolation. Influences & sound references: My musical world draws from composers like Hans Zimmer, Thomas Bergersen, and Jon Hopkins — composers who treat orchestra, electronics, and rhythm as one instrument rather than separate layers. If your reference points include scores like Returnal, Dead Space, or Hollow Knight — atmospheric, emotionally specific, never generic — we'll speak the same language. How I work: Clear communication, realistic timelines, and revisions based on your actual feedback rather than guesswork. I send work-in-progress checkpoints so you're never surprised by a final delivery, and I'm comfortable iterating until the music genuinely fits the moment it's scoring. Listen to my work: Cinematic/film/trailer: soundcloud.com/southeagle Electronic: soundcloud.com/nikloumusic Full portfolio hub: nikloumusic.carrd.co

Available to hire

I write music for games that want to feel like something — not just sound like something.

My background is in cinematic and hybrid orchestral composition, blending live-style orchestration with electronic textures and sound design. I’ve scored incidental music and narrative cues for episodic series, composed in techno and hardtechno styles for touring DJs, and produced hip-hop and electronic tracks across multiple independent projects. That range is exactly what game soundtracks need: a composer who can move between an intimate piano theme, a tension-building hybrid combat loop, and a pulsing electronic menu screen — all serving the same world.

What I bring to a game project:

Original scores built around your game’s identity. I start from your art direction, narrative tone, and references — not a template. Whether your game leans toward dark sci-fi, melancholic exploration, or high-energy combat, the music is built to match that specific world.
Adaptive-music thinking. I compose with implementation in mind from the first sketch: seamless loops, layered stems for intensity transitions, and stingers that respond to gameplay state changes — not just linear tracks dropped into a build.
Hybrid orchestral-electronic range. Strings, brass, and orchestral texture combined with synthesis, sound design, and rhythmic electronic elements — a sound increasingly common in modern indie titles that want to avoid generic “epic trailer” stock music.
Full original sound design alongside composition when needed: ambiences, UI sounds, and transition stingers that tie the sonic world together.
Professional, portable studio setup: Ableton Live 12, Arturia MiniLab 3, Audio-Technica ATH-M50x monitoring, Focusrite interface, condenser mic for live elements. I deliver broadcast-ready stems and mixes, organized and labeled for clean handoff to your implementation pipeline.
FMOD & Wwise familiarity. I trained in both middleware tools and am currently refreshing hands-on practice with current versions — I think in terms of how music needs to be structured for interactive implementation, not just how it sounds in isolation.

Influences & sound references: My musical world draws from composers like Hans Zimmer, Thomas Bergersen, and Jon Hopkins — composers who treat orchestra, electronics, and rhythm as one instrument rather than separate layers. If your reference points include scores like Returnal, Dead Space, or Hollow Knight — atmospheric, emotionally specific, never generic — we’ll speak the same language.

How I work: Clear communication, realistic timelines, and revisions based on your actual feedback rather than guesswork. I send work-in-progress checkpoints so you’re never surprised by a final delivery, and I’m comfortable iterating until the music genuinely fits the moment it’s scoring.

Listen to my work:

Cinematic/film/trailer:
Electronic:
Full portfolio hub: nikloumusic.carrd.co

See more

Language

Spanish; Castilian
Fluent
English
Fluent

Work Experience

Technical Assistant at Ala Norte
July 31, 2022 - July 31, 2026
Setting up and dismantling recording and rehearsal rooms. Band assistant. Assembling DJ equipment. PA connection. Professional sound and recording for bands and artists.
Music Teacher at Tempos
May 1, 2023 - January 1, 2024
Group and individual guitar and piano lessons. Setting up equipment for live shows.
Music Producer at Loishka
September 1, 2020 - Present
Creation and production of original music, covers, adaptations, and covers for multimedia. Composition and adaptation of incidental music for series. Music Supervisor, vocal coach.
Music Producer at Ala Norte
October 10, 2019 - Present
Production and edition of music and sound material. Trailers, reels, video games, jingles, branding, audiologos.

Education

Music for Video Games at Universidad Tecnológica Nacional
January 1, 2015 - June 24, 2015
• Music composition and arrangement • Sound effects and foley • FMod • Wwise
Music Production and DJ at Escuela de Música de Buenos Aires
January 1, 2015 - June 24, 2019
• Ableton Live 12 • Pionner, Denon, Behringer, Allen & Heath, Numark, Native Instruments, Technics, Roland, Korg (installation and operation of equipment)
Sound Engineering at INARTEC
January 1, 2021 - June 24, 2022
• Sound Engineering • Professional music production and recording • Live sound • Sound post-production for multimedia • Pro Tools

Qualifications

Pro Tools Certification
January 1, 2021 - June 24, 2021
Ableton Live Certification
June 24, 2020 - June 24, 2020

Industry Experience

Media & Entertainment, Education, Professional Services
    IRIS
    Hybrid orchestral-cinematic piece | Composition & Sound Design by Niklou A dark, atmospheric two-minute piece built around deep, sustained sub-bass and a wide, immersive stereo field. Tension rises fast, then unfolds in slow waves rather than a straight build-and-drop — the kind of restrained, weighty tension scoring used for trailers, dark sci-fi, and suspense scenes that need to breathe rather than hit you over the head. Composed and sound-designed entirely in-house, blending orchestral instinct with electronic texture design. Available for: trailers, game cinematics, suspense/horror scoring, sound design for visual media.
    Alternative Hip Hop
    This is one track from Brand New Era's album Satellite music beat vocal rap