Tomás Palazzi

Composer, Engineer, Arranger

Tomás Palazzi on SoundBetter

Do you need a composer, arranger, transcriber, or recorded instrument for your project? I'm your guy for all your needs during all the different music phases of production, hit me up to talk about your need and give you the best price!

Hi! My name is Tomás Palazzi, I'm a Composer for visual media (Video games, film/tv, podcasts, and more)

I take charge of all the production process of music, if you need original compositions, arrangements, transcriptions, or recorded instruments, I can do it all for you, hit me up!

Tell me about your project and how I can help, through the 'Contact' button above.


  • English
  • French
  • Italian
  • Spanish

Interview with Tomás Palazzi

  1. Q: Tell us about a project you worked on you are especially proud of and why. What was your role?

  2. A: I'm particularly proud of a game called Wanderlost, they had a huge Kickstarter campaign and it was the first time for me working and collaborating with another composer for a game, the experience has been great and we work together closely and I've been doing arrangement, mixing and mastering of my work and also his, and that was a completely new experience that has taught me a lot!

  3. Q: What are you working on at the moment?

  4. A: Video Game Soundtracks (+10 games at the moment), freelancing doing music transcriptions and arrangements, also working in personal video game music packs for selling in asset stores. Also planning to expand my business and tackle other industries like Podcasts and so on!

  5. Q: Is there anyone on SoundBetter you know and would recommend to your clients?

  6. A: I personally don't know someone firsthand on this platform, sorry!

  7. Q: Analog or digital and why?

  8. A: It doesn't matter! The Analog is great, amazing to the touch, and lively, but very expensive. Digital's more tedious to process but it's more accessible, and each day there's new stuff and new sonorities available. Everything has its cons and also awesome things!

  9. Q: What's your 'promise' to your clients?

  10. A: That I will never deliver something that you're "just" 99% happy, it's 100%, or just continue working. That's why my process relies so heavily on the communication part, so we are sure that every step we take it's on the correct path!

  11. Q: What do you like most about your job?

  12. A: The best sensation it's just the feeling that you're starting something new every day at work. It's also a very frightening thing that not everyone can support, but that is part of what it's the absolute best feeling I have as a full-time musician!

  13. Q: What questions do customers most commonly ask you? What's your answer?

  14. A: They ask me about my process and budget mostly. And I always answer that the process is based on mutual communication, collaborating with each other, and overall I give a detailed budget when they ask me some basics about their requirements, and also starting from the base price I try to be very clear right from the start

  15. Q: What's the biggest misconception about what you do?

  16. A: I think people believe overall music it's just not that easy to do. And I think that yes music it's fairly accessible and depending on your goals you could learn something in maybe a short time, but that doesn't mean music is easy, especially not having a career doing this at a top-quality level!

  17. Q: What questions do you ask prospective clients?

  18. A: The goal of the project, context about why they are doing this and what they expect from me, and what kind of collaboration relationship they want to have!

  19. Q: What advice do you have for a customer looking to hire a provider like you?

  20. A: I would say that define what you really want, so you can't avoid wasting your time and that of a potential collaborator! And be nice, always be nice.

  21. Q: If you were on a desert island and could take just 5 pieces of gear, what would they be?

  22. A: Laptop with a DAW and just enough sounds to cover the very basics, a MIDI controller (for me with 5 octaves because I have a pianist mindset without the skills, but it really doesn't matter the size), some headphones and that's everything you need to do anything!

  23. Q: What was your career path? How long have you been doing this?

  24. A: I started studying music in 2014 after finishing high school, I didn't have any musical talent and just played very basic drums and piano, but I knew I want to do music all my life and I just go for it. I graduated in 2017 and I've been doing freelance since then, I enter the video game industry in 2020 and that has been my main career until now.

  25. Q: How would you describe your style?

  26. A: I think I do emotive, chill but a little bit dark music, I like to call my music introspective. I like to do stuff that people would love to hear alone or with a loved one, with the rest of the world in silence, to just have a break from the world around them.

  27. Q: Which artist would you like to work with and why?

  28. A: I would love to work with Steven Wilson, he's my favorite songwriter and I just love every project he does, he has done a million things and everything is rock solid and is the kind of artist I want to be.

  29. Q: Can you share one music production tip?

  30. A: Don't overthink too much any part of the production process, just create and let it go in a constant loop!

  31. Q: What type of music do you usually work on?

  32. A: Video Game Music it's not really into defining genres, but I'm more leaning towards chill, atmospheric music, orchestral sounds, and especially piano writing, but overall I like sweet tones and introspective music that is meaningful.

  33. Q: What's your strongest skill?

  34. A: Definitely communication, I always bring the client present during all the steps of my process, almost like you are composing/arranging with me, I think music, in general, it's always a team effort, even when you're producing alone you want to put it out in the world and that means collaborating with others, and I think that's what I do best.

  35. Q: What do you bring to a song?

  36. A: I think I'm a very eclectic figure, as a human and as a musician. There's nothing I said that I don't like or that is bad, nothing is bad (all is subjective in arts) and maybe something it's not of your taste but you still can analyze and bring think this has an interesting detail or touch. I think I bring that eclecticism to my music, so it makes it unique.

  37. Q: What's your typical work process?

  38. A: Before I do any music work, a good concept phase it's key, in any kind of job or phase during the musical production stage. But is especially key at the start, to know all the steps we need to do to make a reality that final killer product you want to achieve. We define the steps, and the costs of them, and in this manner everything it's crystal clear and achievable with hard, good work.

  39. Q: Tell us about your studio setup.

  40. A: I like to have a very minimalistic setup to just focus on doing music. I usually work collaborating with other musicians remotely, like recording instruments and singers, so I don't have the necessity of a big space, that in all cases I would not really put to use as I would like to because I collaborate with artists and clients all over the world!

  41. Q: What other musicians or music production professionals inspire you?

  42. A: My main inspirations are Video Game composers like Yasunori Mitsuda, Austin Wintory, and Gareth Coker. Also composers like John Williams and Alexandre Desplat. For songwriters, I think Steven Wilson and Porter Robinson are my favorite ones, they just can make a lot of different stuff, all sounding like themselves, which is the ultimate goal for me.

  43. Q: Describe the most common type of work you do for your clients.

  44. A: I compose music for video games primarily. I also do freelance work doing arrangements for choir, orchestras, and any more specific ensemble/band. Also music transcription, music engraving, and music copying (Like preparing sheet music for recording sessions)

Music for the game Rainboy

I was the Full Composer in this production

Terms Of Service

Works need to be properly credited. I keep the distribution rights (unless we agree otherwise) for original compositions. Unlimited revisions and turn-around time vary depending on the scope.

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