Composition only matters if it works in the game. We implement audio directly in Unreal Engine 5, and are experienced with Wwise and FMOD middleware — giving us fluency across the full pipeline from DAW to engine.

On Spirit Crossing (Spry Fox, currently in Beta), we worked inside UE5 alongside the development team, handling music integration, dynamic state management, and delivery to broadcast spec — ensuring every cue behaves exactly as intended across real gameplay conditions.