
Custom electronic music for games, from driving techno and drum & bass to atmospheric synths and chilled soundtracks. I bring 15 years of production experience to original themes, level music and loopable tracks. Tell me about your game and contact me for pricing.
I’m Calum, an electronic music producer and composer working as SHEARER. I’ve spent 15 years making music, and my focus now is creating original electronic soundtracks for games.
My sound moves between techno, drum & bass, trance, synthwave and more relaxed electronic music. I enjoy giving a track a setting and a sense of movement: a dark industrial level, a fast race, an unfamiliar world or a quiet moment between the action.
I can create a single theme or a collection of tracks that belong to the same game. Music can be delivered as full tracks, seamless loops and agreed stems or alternate versions, depending on what your project needs.
Listen to my samples to get a feel for my sound. If it fits your game, send me a little about the world, gameplay, mood and number of tracks you have in mind. Reference music, screenshots or gameplay footage are welcome.
Contact me for pricing. We’ll agree on the scope, delivery format, revisions, timeline and usage rights before work starts.
Contact me through the green button above and let's get to work.
Interview with Shearer
Q: What are you working on at the moment?
A: I’m building a collection of game-inspired electronic tracks and developing Game Tracks Volume One under my artist name SHEARER. I’m exploring different settings and moods across techno, drum & bass and more atmospheric music.
Q: What's your 'promise' to your clients?
A: I’ll listen to your brief, be clear about what I can deliver and keep you involved as the music develops. We’ll agree on the direction, scope, revisions and timing before starting, and I’ll communicate openly throughout.
Q: What do you like most about your job?
A: Imagining a world while I write. A rhythm or synth sound can suddenly suggest an industrial level, a race or somewhere completely unfamiliar, and I enjoy building that idea into a complete piece of music.
Q: What's the biggest misconception about what you do?
A: Game music is more than choosing a genre and putting a track behind the action. The pacing, mood and amount of musical detail all affect how it feels during play, especially when a piece repeats.
Q: What questions do you ask prospective clients?
A: What kind of game are you making, and where will the music be used? What should the player feel? How many tracks do you need, and roughly how long should they be? Do you need loops, stems or alternate versions? I also ask about references, deadlines, budget and the usage rights you need.
Q: What advice do you have for a customer looking to hire a provider like you?
A: Listen to my music first and see whether the sound fits your game. Then share a few references and explain what you like about them. Gameplay footage or screenshots help, but a clear description of the world and the feeling you want is a good starting point.
Q: What was your career path? How long have you been doing this?
A: I’ve been producing electronic music for 15 years, developing my sound across trance, drum & bass, techno and other electronic styles. I’m now focusing my music work on original soundtracks for games and building a portfolio around that direction.
Q: How would you describe your style?
A: Electronic, atmospheric and rhythm driven. Some tracks are dark and heavy, others are melodic or relaxed. I like music that suggests a setting and has enough character to be enjoyed as a full track as well.
Q: Can you share one music production tip?
A: For a looping game track, check the transition back to the start early. Listen through several repeats, paying attention to reverb tails, rhythmic continuity and whether the arrangement stays enjoyable without becoming tiring.
Q: What type of music do you usually work on?
A: Electronic music, especially techno, drum & bass, trance, synthwave and chilled tracks. My focus is bringing those sounds into game soundtracks, from fast action and racing to darker environments and quieter exploration.
Q: What's your strongest skill?
A: Creating electronic music with a clear mood and sense of movement. I enjoy finding the combination of rhythm, synth textures and melody that makes you imagine a place or a scene.
Q: What do you bring to a song?
A: I bring 15 years of electronic music production experience and a strong interest in atmosphere, rhythm and melody. For a game, I think about where the track belongs, what the player is doing and how the music can give that moment its own identity.
Q: What's your typical work process?
A: I start with your game: its world, gameplay, visual style and the feeling you want the music to create. We agree on references, scope and deliverables, then I develop an initial musical direction for feedback. Once that feels right, I build out the tracks and prepare the agreed loops, stems or alternate versions.
Q: Tell us about your studio setup.
A: I compose and produce in Logic Pro, using synths, sampling and MIDI instruments to build electronic tracks from the ground up. My setup lets me move from an initial idea through arrangement and sound shaping to the agreed audio exports.
Q: Describe the most common type of work you do for your clients.
A: My service is original electronic music for games: themes, level music and collections of tracks with a shared identity. I can develop full tracks and prepare loopable versions, with stems and alternate arrangements agreed around the project.
I was the Producer/ Writer in this production
- play_arrowShearer - Rise - 4 Bar Loop Example
- Game AudioContact for pricing
Contact for pricing. Track count, lengths, loops, stems, revisions, delivery dates and usage rights are agreed before work begins. Send your brief and references to discuss your project.
