About us

We offer a wide range of professional audio solutions for your project. With a passion and love for everything game, music and audio related. Our diverse team of producers has gathered tons of experience through extensive education and a large number of audio productions.
We believe in taking the time to get to know you and your project to deliver high quality audio and music no matter the genre, style or platform. Depending on the type of services needed, we will provide you with a flexible and customizable package that will fit the needs of your project and hopefully help make your game the best it can be.
Sound, Service & Quality matters.


Previous Projects and Collaborations

Play ABC, Alfie Atkins
Gro Play

Samuel at Binadio was the sound designer and music producer for Play ABC, Alfie Atkins, developed by Gro Play.

Children love learning new things through play. This app stimulates children’s language learning skills by clearly connecting the function and purpose of letters in an experimental, playful way.

Available on App Store and Google Play

Animal Super Squad
Doublemoose

We did the sound design and music for this physics-based adventure game, with community driven content and endless replayability. Speed through a world full of dangers and bananas, find all the hats, or forget all that nonsense and just play other people’s stuff.

Available on Nintendo Switch, Playstation 4, Steam, App Store and Google Play

Gorbis Robotlabb - SVT Julkalendern 2017
Gro Play

Samuel at Binadio was the sound designer for Gorbis Robotlabb - the Christmas calendar adventure app game, developed by Gro Play for for Swedish Television (Public Service, SVT) 2017.

Available on App Store, Google Play and Barnkanalen (svt.se)

Grow Forest
Gro Play

Samuel at Binadio was the sound designer and music producer for Grow Forest, developed by Gro Play.

Ahh the forest, what a wonderful place! In this forest Banja and her friends are waiting for you to help her build a nice and thriving green community. Here you can both plant and cut down trees and use the wood to build houses and forest roads, plane planks, create your own comic books, renovate old buildings and lots of other fun stuff.

Available on App Store, Google Play and Amazon

Beep ,beep, Alfie Atkins
Gro Play

Samuel at Binadio was the sound designer and music producer for Beep, beep, Alfie Atkins, developed by Gro Play.

In this city builder educational game you help Alfie (Alfons Åberg) keep the world clean and use the recycled material to build roads, houses, shops, schools, parks and more! As the community grows you and Alfie help the citizens to do fun chores around the city. You get to clean windows, charge cars, go shopping, rake leaves, and even put out fires just like real firefighters. In return the citizens will show you love and you’ll be richly rewarded. Loads of fun with 16 different mini-games (in the full version).

Available on App Store and Google Play

Grow Life
Gro Play

Samuel at Binadio was the sound designer and music producer for Grow Life, developed by Gro Play.

GROW LIFE is a unique game where both kids and parents can play together in a new way. Banja, Marianne and Fernando live together with their friends in a world with infinite possibilities in which kids and parents together create buildings, grow crops and take care of its inhabitants.

Available on App Store and Google Play

Crazy Sorting Factory
Guru Games

Samuel at Binadio was the sound designer and music producer for Crazy Sorting Factory, developed by Guru Games.

Crazy Sorting Factory is a high paced one button game where your reflexes and multitasking abilities will be put to the test as you try to send every cookie that comes your way into the correct container.

Medusa's Labyrinth
Guru Games

We did the sound design and music for Medusa’s Labyrinth, developed by Guru Games.

Medusa’s Labyrinth is a very short mythological first-person horror game set in ancient Greece. It takes myths and legends that have stayed with us for over 2000 years and mix them together with modern gameplay. The game let's you explore murky catacombs and follow along a classic, tragic story.

Available for free on Steam

Magnetic: Cage Closed
Guru Games

We did the sound design and music for Magnetic: Cage Closed, developed by Guru Games.

Magnetic: Cage Closed is a first person puzzle game where the player manipulates magnetic forces to accomplish their goals. The mechanics are focused around a single tool: The Magnet Gun which allows you to create electromagnetic fields with either positive or negative charges. The game won the award for Best Technical Execution at the Swedish Game Awards 2014 and also got nominated for Best Audio Execution. 

Available on Steam, Xbox One and Humble Store


Music Showreel

Music Showreel

Here's a selection of music produced by our team for different projects.

The games seen in the footage are: Magnetic: Cage Closed by Guru Games, Repressed: Dark Echoes by Palindrome Interactive, Medusa's Labyrinth by Guru Games, Alex and the Alchemist's Secret by Doris Film, Super-San by The Fabraz Company, iji by Daniel Ramar's Games and Substream by Benbradley.


The Sound Design of Magnetic: Cage Closed

Sound Design - Magnetic: Cage Closed
The Tesla Coil Sound

Electricity is random, wild and unpredictable. These characteristics were important factors to me when creating this sound. I wanted the sound in itself to mediate power and how painful it would be to get too close.

The sound is built up from looped recordings of a welding torch and electrical spike sounds that are created with the software instrument Z3TA+2.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in FMOD.

Sound Design - Magnetic: Cage Closed
The Spike Trap Sound

I wanted to create a contrast between the low hissing sound from the sliding swords and the metallic bang when they hit the stop. My aim was to create a feeling similar to getting attacked by a snake. When you hear the hissing warning sound, it's already too late. The idea was also for the loud metallic bang in the end to represent the actual bite itself.

The video shows the sound implemented in the game and also shows how I designed it in 

Sound Design - Magnetic: Cage Closed
The Seesaw Sound

The seesaws in Magnetic are large and made out of metal. It was important for me to make a dynamic sound that well represents the speed of which the seesaw is moving.

The slam sound of the seesaw hitting the stop blocks and the sound of when the seesaw is moving are two separate sound events in FMOD. The sounds are built up from looped recordings of stones dragged onto metal plates, stones dropped into a metal bucket and creaking sounds from a chair.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in FMOD.

Sound Design - Magnetic: Cage Closed
The Metal Gate Sound

When rough metal scratches against metal it never sounds exactly the same. To achieve this I created three audio channels for the sound event with different recorded loops, all with randomized starting times.

The sound is built up from recordings of a metal tool box, an iron rod, a metal pipe, a clamp and more.

The video shows the sound implemented in the game and also tells a bit about how it was designed in FMOD.

Sound Design - Magnetic: Cage Closed
The Main Door Sound

The main doors in Magnetic are primarily made out of metal. They're mechanically motorized and heavy.

The sound is built up from recordings of trains, a washing machine, chains dragged over metal, a ticking bicycle, drawers opening and closing, a camera lens motor and more.

It's designed in my DAW to a playblast video. The finished sound in FMOD just triggers a mono audio clip thus only using one of FMOD's audio channels.

The video shows the sound implemented in the game and also tells a bit about how I created the sound in my DAW.

Sound Design - Magnetic: Cage Closed
The Sound of the Magnet Gun

The Magnet Gun is the main tool you as a player have in the game Magnetic. My goal was to create a vibrant, responsive sound that also gives a clear indication of how much power is applied with the Magnet Gun.

The sound is built up from recordings of electric drills, screwdrivers, buzz from a refrigerator, an electric door opener and more.

Static short loops of these sound sources are modulated with real time effects in FMOD, like for example the built in Legacy Tremolo effect.

Sound Design - Magnetic: Cage Closed
The Lever Sound

The sound of the levers is built up from recordings of metal scraping, door handles and and different door locks.

My aim was to make it sound sturdy, unbreakable and and not very user friendly.

The video shows the sound implemented in the game, how I first designed it in my DAW and then later further added elements to the sound in FMOD.

Sound Design - Magnetic: Cage Closed
The Glass Door Sound

The motors struggle with opening the heavy unbreakable glass doors. Each time the door is opened, the hard working motors sound a bit different.

The sound is built up from recordings of an electric mixer, the buzz from a refrigerator and white noise (created with Z3TA+2) with an automated low pass filter.

The video shows the sound implemented in the game and how it's designed in FMOD.

Sound Design - Magnetic: Cage Closed
The Flamethrower Sound

The flamethrowers use three separate sound events - Open Hatch, Flame and Close Hatch. The flame sound is a six seconds long looped recording of an open fire place. I removed all the crackling simply by cutting these parts out from the waveform manually.

To avoid phase cancellation in places with many flamethrowers, I randomized the pitch as well as the starting time of the flame sound.

The video shows the sound implemented in the game, how it's designed in the DAW as well as in FMOD.

Sound Design - Magnetic: Cage Closed
The Box Counter Sound

The box counters in Magnetic are mechanically built little machines with cogwheels and gears that tells how many boxes are left in the dispensers. The display consists of several metal plates in a row and to change the number they spin in a certain way.

The sound is mostly built up from recordings of me tapping cutlery against cutlery.

The video shows the sound implemented in the game and also shows how it's designed in FMOD.

Services

Sound Design
Interactive Music Production
Voice Production
Audio Implementation
Audio Direction

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