Hi! My name is June and I'm a freelance composer looking to work on indie games!
Here's a lil demo-reel showcasing some games I've worked on :3
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Hi! My name is June and I'm a freelance composer looking to work on indie games!
Here's a lil demo-reel showcasing some games I've worked on :3

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
βοΈ I was Audio Lead for Scales of Olympus, a submission to GMTK Game Jam 2024! βοΈ
Scales of Olympus is a tower defense game set on an island in the sky that tilts based on the weight of the towers and enemies on the board. Defend the central tower while trying to keep your towers from sliding off!
I also did sound design and Wwise audio implementation for the game. I'm really proud of how it sounds and I think the audio team, art team, game design team, and programming team all did fantastic work. Please check out our game, we worked really hard on it! -π¦¦πβ¨
A base defending game on a constantly tilting platform
Wwise to Unity audio cross-compatibility is so broken that our week-long homework assignment, and I'm not joking even a little bit, is "Open a Wwise project in Unity."
Not sound design a level, not sequence sound elements in a game, just Open A Single Project.
Week 12 (6th - 13th Apr) - Wwise & Sound Design! πΆ
This week I spent time finishing off levels 4 & 5, in addition to incorporating more sounds and overall polish! I have decided to scrap plans for releasing a Pre-Alpha, due to the game not being in a viable state for release π€¦ββοΈ.Β
I was fortunate enough to have help regarding the scene transition bug, but I soon ran into another hurdle I need to jump over to have a successful Alpha. I need to figure out a way to have persistent scenes within Unity. There is a lot of of backtracking in The Forsaken Ruins and so I need the levels to save object positions, puzzle states and much more upon player exit. I believe when I have figured out a way to incorporate this, it will be smooth sailing to the Alpha!
I wanted to take this blog post to talk about sound design, more specifically how I use Wwise (audio plug-in) within my game. Below is the Week 12 Development Vlog, where I go over my setup for the project and implementing sounds such as monster grunts & collisions.Β
I will endeavour to work hard this week as the play-testing phase begins in a week! I am excited to play-test peer work as their projects are looking insane! Self-isolation is tough and these are even rougher times, so I hope I can be proud of the Alpha I put out.Β
Below are some screenshots (taken from the Week 12 Development Vlog) showcasing the setup for positional audio in Wwise and how you can even use sound events in the inspector in Unity.
In my opinion, I prefer using Unreal and Wwise together, rather then Unity and Wwise (not saying the latter partnership is worse). There seems to be more tutorials for Unreal and Wwise, and I have trouble finding certain Wwise methods in C#. Although, I have just started to use it in Unity π.
Next weeks blog post will be about the Alpha build Iβm sure! Until then, take it easy, stay blessed and Iβll see you next week! Cheers! ππ
Weβre really digging this minion! Things are starting to MOVE on the mothership! Surviving the Holidays: Halloween coming soon!

Anya is live and ready to show you everything. Watch her strip, dance, and perform exclusive shows just for you. Interact in real-time and make your fantasies come true.
Free to watch β’ No registration required β’ HD streaming
This one has us completely... stumped... *buh duh tiss* Surviving the Holidays: Hallowen is coming along! Stay tuned!
Have you ever felt like your whole head needs a hug, not just your face? We have a concept for that! Surviving the Holidays: Halloween is coming soon!
This minion concept is... JAW DROPPING! *finger guns* @STH_Halloween will be crawling with creepies!