Pierre Daunis, ARKADATA
Composer with a system-design obsession and a tendency to vanish down rabbit holes. Code, motion design, music and whatever other shenanigans I've picked up since childhood, all converging on one question: how far can audio and visuals be intertwined? We've all felt it: sound, image and movement landing together so cleanly it feels authored, with nothing there to guarantee it. In games it hits hardest outside the cutscene, when a player-driven moment lands with cinematic precision but still feels like it came from you. That's what I chase: giving order to that chaos, just enough that it still feels like an accident, never so much that the system shows.
Projects
TRANSFERENCE
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COOKODEX
Systems-first cooking with game feel: synergy engine, gacha, hand-illustrated cards, CIQUAL nutrition.
GESTALT
Bitwig/Ableton-style modular racks for REAPER: a modulation engine, routing, and FX in one environment.
ARKITEKT
A cohesive toolkit of REAPER scripts under one UI language: RegionPlaylist, ItemPicker, and more.
Portfolio
DYING LIGHT 2:BEHIND THE MUSIC
Video Production / Music QA
TWIN CORES:PS4 RAILSHOOTER
Audio Integration, Sound Design, Scoring
KARMINE CORP XORANGE
Scoring & Sound Design
VIKING VILLAGE:THE DRAGON INCIDENT
Audio Integration & System
AZK:AUDIOREACTIVE INTRO
Video Production