Ängeskog Audio Logo ÄNGESKOG AUDIO

GAME PROJECTS

FIKA FRENZY

A chaotic 4-player free-for-all PvP brawler where iconic Swedish fika treats battle it out in explosive, round-based twin-stick combat.

This project was developed in collaboration between The Game Assembly and Audio Production Academy. I served as the Main Composer, creating adaptive, playful funk arrangements with multiple intensity layers that build progressively as players are eliminated each round.

STRINGS OF FREEDOM

A Metroidvania-style platformer where players embody a puppet deemed faulty, navigating a perilous and surreal theatre to free the other puppets.

As Audio Lead in this collaboration with The Game Assembly, I directed the entire audio pipeline — coordinating with the development team, leading the audio department, contributing to both music composition and sound design, and delivering a polished final mix and master.

Below are the loopable tracks used in the game:

Main Menu

Level 1 – Scrapyard

Level 2 – Backstage

Level 3 – Boss Fight

IMPLEMENTATION

MUSIC SYSTEM IN FMOD

A walkthrough of the adaptive music system developed with FMOD for the game Fika Frenzy. As the project's Main Composer in this collaboration between The Game Assembly and AP Academy, my primary challenge was to design a musical flow that dynamically reflected gameplay intensity and responded seamlessly to rapid changes, while maintaining musical coherence.
This was accomplished through experimentation with transition types and quantization settings in FMOD, always prioritizing gameplay context during the composition process.

SOUND DESIGN

HALO INFINITE — SOUND RE-DESIGN

A complete sound re-design of a Halo gameplay sequence, combining layered synth design, foley, and processed samples to create impactful sci-fi weapon effects, immersive ambiences, and a cohesive, cinematic soundscape.

MUSIC

JUDAS — RE-SCORE TRAILER

The complete re-score of the clip in my composer showreel.

LOST PLANET 2 — RE-SCORE

Longer version of the cutscene re-score seen in my composer showreel.

GHOST OF TSUSHIMA — RE-SCORE

Created together with Jorge Campusano as part of an AP Academy assignment, we re-scored music for gameplay with a focus on interactivity and adaptive transitions between game states to enhance pacing and narrative flow.
The score transitions from stealth to combat, with the boss fight featuring layered intensity cues triggered at 75%, 50%, and 25% boss HP.

Transformative Harmony

A composition structured around a repeating cycle of operators (L–N–P–S), resolving on a dominant chord that leads into a tonal section. A single melody is maintained throughout the shifting harmonic contexts.

Exo One - Gameplay Re-Score

A synthwave-style gameplay track composed as a re-score for the game Exo One.

Opening Theme

A cinematic piece that shifts between modal scales starting in Lydian, passing through Mixolydian and ending up in Eolian.