game music
A selection of my GAME MUSIC,
from most recent onward


official soundtrack with composer commentary
(2025-2026)
Scoring this game came unexpectedly, and I feel absolutely privileged to have been part of the studio’s debut title. It was Mauritius Harbuch’s pixel art that beguiled me, and I reached out to the team at just the right moment. Thanks to DUAT: Beyond Light & Shadow, I came to appreciate the ancient Egyptian mythology once more, even deeper, searching for any outside-of-music inspiration to really hit the mark. I was brought on board in the middle of production to replace a different composer and we started the music from scratch. We decided to not attempt to create an authentic sound but rather to lean into more hybrid approach: combining orchestra, ethnic instruments from all over the world, synthesizers and vocals. I was honored to work with a few soloists and additional musicians who helped in my everlasting attempt to move away from samples as much as the audio directions allow.
The cherry on top was to try to write and produce my first ever song, performed by the amazing Bianka Soukupová, whose magical voice is all over the score. We did multiple recording sessions with Bianka for vocals in order to capture both written-out phrases and a dozen improvised lines. I created a simple VST containing these ad-libs so that I could easily add them to different spots. It was even more interesting to have them in the “wrong” key, as using pitch and formant shifting became one of the signature techniques to corrupt and alienate both vocals and, occasionally, the live instruments as well.
The main theme is stated in it’s entirety only once - in the main screen menu music, The Chapter Of Eternity. Melodically, it’s based on Hijaz – an Arabic maqam. The core motif is a leap up followed by two steps down, almost as if attempting to rise but inevitably falling back down. The main theme – and sometimes just the core motif – undergoes a whole array of variations, inversions, and recontextualization. Something worth mentioning is that, although there are some character-tied themes, the main theme does not really represent only our main character, Asher, or the Duat realm, but more generally the whole situation we find ourselves in. I really like to play with the “function” of a motif. A variation of the main theme is for example used not only as the backbone of a lead melody, but its core motif also appears in the accompaniment.
Not easily heard, but certainly adding to the character, there are textures, percussion and background elements created from found sounds, foley recordings or vocals, directly drawing from the environment of given level. For example the desert level music has pads and textures made from recordings of sand, sandstorm, wind, and snakes, while the sarcophagus level has swells made from recordings of dragging a heavy stone.
An example of drawing from outside-of-music influences is for example a stabby synth lead carrying Thoth’s theme in Thoth's Laboratory. Thoth is often depicted as a man with the head of an ibis and therefore the synth sound is actually a resynthetized call of the African Sacred Ibis.
Big theme in the game is corruption. Emitted by god Apep (and god Set), the corruption not only affects the minds and bodies of other gods and characters, it also appears as physical distortion of the world. This is gradually represented in the music itself. Using heavy autotune, formant and pitch shifting, distortion of many kinds, bitcrushing, both vocals and instruments become infected by the corruption.
There are two categories of bosses in the game (not counting the final one). Although there are many, beautifully designed, personality-filled bosses throughout the game, time and budget only allowed for one track for lesser bosses and one for the greater ones. Bianka on horn, father on cello, and me on an array of instruments, we certainly had a lot of fun recording this high-energy music. I always gravitate towards battle music that has a dance-like quality. For the greater bosses, the music is a bit more hulky and heavy, yet still active and dance-like, mostly thanks to frequently changing time signatures. Shout-out to my fiancée Emily, who keeps adding the battle motif to the end of whatever she happens to be singing on a whim.
Something we decided to include in the music was both quoting and loosely using various texts from The Book Of The Dead and other sources that would coincide with our story.

CREDITS:
Original music composed & produced by Pavel Šabacký
Bianka Soukupová - Vocals, Horn
Pavel Šabacký Sr. (my father) - Violoncello
Vojtěch Vajda - Drums
Pavel Šabacký - Vocals, Soprano & Tenor Recorder, Native
American Flute, Clarinet, Saxophones (Soprano, Alto & Tenor), Ukulele, Djembe, other small percussion
(Chopsticks, Brushes, Sistrum, Bamboo chimes...), additional sampling and VST design.
"I'm a Part of You" lyrics (inspired by the Book Of The Dead) in collaboration with Bianka Soukupová
Figi Studios
Lead game developer: Raphael Kox
Visuals: Mauritius Harbuch
Under the umbrella of Figurama Colectors
Big thanks to my assistent Renz Oliver Publico (Aropi).


soundtrack version

Love Letter to Interactive Music
a closer look at the interactive music system design
Rebus (2026)
Love Letter to Interactive Music
Inspired by my own research and undeniably by a fruitful workshop with the legendary Austin Wintory, I began a personal video essay series focused pm interactive music system design: Love Letter to Interactive Music. Another impulse that led me toward this endeavor was my experience working with many emerging game developers who - this is not meant as criticism, but rather as an observation - did not seem sufficiently focused on the interactive aspect of music. My aim is to inspire both aspiring developers and composers who are just entering the game industry to place the music itself and its interactive system on equal footing. After all, it is dynamic music that distinguishes game audio from most other media (setting aside exceptions in contemporary classical or experimental contexts). The first video, for which Rebus was composed, deals with a simple technique I call strips.
It is also worth noting that I do not see interactive music as a mere puppet of the narrative or game state it supports, but rather as an integral part of a larger whole - a complex experience that can become deeply meaningful when everything aligns. Interactive systems do not have to rely solely on loops, transitions, or the additive and subtractive layering often used in formulaic ways. Instead, they can offer additional means to develop, vary, and subjectivize the music. In my view, a dynamic system can be just as tailored and specific as the music itself, adding further character to the game. And at the end of the day, isn’t that what we want our games to be - charismatic, recognizable, with lasting imprint?
I hope to continue this essay series (time permitting), with plans to explore more specific interactive music systems, such as slow-burn turn-based combat, open-world exploration, and rising tension.
Hopefully I'll be able to continue this essay series (if time allows), as I plan to cover some more specific interactive music systems (slowburn turn based combat, open world exploration, rising tension, etc.).

CREDITS:
Original music composed & produced by Pavel Šabacký
Emily Yi-Shyuan Chen - Horn
Pavel Šabacký - Native American flutes, alto saxophone, horns


Flashbang Arts (2025)
In 2025 I was approached by Flashbang Arts and became their listed artist for business inquiries in Chinese speaking countries. This collaboration allowed me to pitch for such games as Monster Hunter Outlanders or CrossFire: Spectrum.
So far, I’ve mostly been getting opportunities in the cutscene department. These pitches usually come with tight deadlines and limited briefing, which keeps pushing me in a good way.
some of the pitches I am allowed to share are included on this album
(Chasing Phantoms, Wake Up, Hold the Circle)


my part of the soundtrack (Bandcamp)

my part of the soundtrack (Bandcamp)

Bushy Man - Library, music with score

Bushy Man (2024-2025)
Although I was never particularly drawn to lighthearted, whimsical games - or platformers, for that matter -Bushy Man turned out to be a truly delightful experience. It was a dream collaboration, largely thanks to the excellent communication skills of our lead developer, Tim de Waal. His approach to briefs, feedback, and the overall positive atmosphere of the team left no room for frustration or misdirection.
"Embark on a whimsical adventure as Bushy Man and Bag Boy get sent on a mission to save the world from a Evil Sorcerrer called Fevil the Evil! Fevil has stolen all bathducks and is using them for his evil scheme. Meet magical characters and go on a epic adventure in this 3D-Platformer/Collectathon!"
As the game was openly inspired by retro classics, we decided to reflect that aesthetic in the music as well. Tim was so dedicated that he promptly acquired and shipped a Roland SK-88 Pro directly to my door. I then set out to sample some sounds and build my own custom libraries in kontakt, creating a tailored template supported by several VSL legacy products. The only live elements in the score were vocals and horns (Bianka Soukupová), along with saxophones (performed by myself).
With the demo released in 2025, I handed over the reins to a colleague Thomas J. Duffy who now continues working on the full game.
CREDITS:
Original music composed & produced by Pavel Šabacký
Bianka Soukupová - Vocals, Horn
Pavel Šabacký - alto & Tenor Saxophone, additional sampling
and VST design.
BushyMan Studios
Lead game developer: Tim de Waal
little behind-the-scenes video

Reminiscence (2024)
Invited on the team by the main developer and a lovely guy Maxime Delansay, I got a chance to hone my sound design and foley art skills. It was a great challenge creating these organic, "architectural"sounds by recording myself manipulating and intercating with bricks, stones, doors, walls and other materials. There was also some field recording and whisper choir included. Just lovely!
Andrea, a young apprentice sculptor wanders through a Renaissance Italian city. As he makes his way through the streets towards the cathedral, his execrable master demands that he perform absurd tasks, to the point of no return.


Both chase cues available on Bandcamp and YouTube



Horror Village Sukawedi (2022-2023)
In 2022, independent developer Calvin Mona Sandehang reached out to me to join on his upcoming mobile horror game called Horror Village Sukawedi. I gladly joined a small but diverse team KUMAGEMA (some members being indonesian, some japanese, me from Czechia, etc.) as a composer, sound designer, foley artist, audio editor and even voice actor (had a blast).
The game was developed for the occasion od Gameseed Indonesia 2023 and was unfortunetally let in MVP stage as the studio moved forward with other projects. It could be briefly described as a survival horror game in which the player uncovers the dark history of what was once an occupied Indonesian village, now a ghost town.
This being my very first experience in game music, it was all the more enjoyable and valuable since I got to take on a wide range of roles in the audio department. We started with the music - specifically the monster-chase cues. There are two main "boss" monsters: Doctor Meer and the Farmer. Calvin suggested incorporating Indonesian gamelan sounds, while I was advocating for as many live-recorded elements as possible. Both goals came together successfully, with my personal instrument collection and ethnomusicology classes proving quite handy.
Then I focused on sound design and foley. From ghostly gasps and monstrous screams to footsteps, opening a locker, hiding under a bed, I had great fun devising effective ways to record and design what ultimately became a library of hundreds of audio assets.
Finally, I was asked to contribute as a voice actor. Interestingly, the character I voiced spoke both Dutch and Indonesian. Calvin helped me with the Indonesian phrases, teaching me the basics of pronunciation and even recording the lines so I could memorize them. Thanks to some familiarity with German, the Dutch lines were infinitely easier.
CREDITS:
Original music composed & produced by Pavel Šabacký
Bianka Soukupová - horn
Pavel Šabacký - clarinet, tenor saxophone, violin, percussion, additional sampling and VST design.
KUMAGEMA
Lead game developer: Calvin Mona Sandehang


FEAR Music Studies (2022)
If there was a game from my childhood that contributed most to my adoration of horror and tension as a genre, it would have to be F.E.A.R. (including Extraction Point, Perseus Mandate, and later F.E.A.R. 2). The amazing series scored by Nathan Grigg, Gabriel Mann, Rebecca Kneubuhl and later F.E.A.R 3 by one of my big heroes Jason Graves. This mini-album began as a personal exercise. I selected five tracks from the F.E.A.R. series. I listened to each track carefully - but only once - while scribbling notes on structure, estimated tempo, rough descriptions of the sounds, and other observations. I then re-created rough versions based on my notes, adding a touch of my own interpretation.
Mini-album available on Bandcamp and YouTube







