Real-World ExperiencesInstallations · Events · Exhibitions · Worlds

Sound

in space

Sound that fills rooms, walks visitors through stories, and lives outside the timeline of a 30-second ad.

Exhibitions, summits, festival pavilions, game worlds, brand spaces, architectural installations. Where sound stops being something you watch and starts being something you walk through. Longer compositions, spatial mixes, custom toolchains. We co-think the audio architecture from day one, then engineer it on the actual speakers.

01

What we mean by experiences

Most brand audio lives on a screen. A film, a campaign, a UI cue. Real-world experiences are different. The audience is in the room. The format is bigger, the arc is longer, and the speakers aren't earbuds. The work demands a different toolset and a different way of thinking from the very first meeting.

Built for the room, not the timeline. A 10-minute ambient piece, a 90-minute game soundtrack, an hour-long exhibition loop. The format follows the experience, not the edit.

Spatial by design. Stereo is rarely enough. We compose and mix natively in 5.1, 7.1, 10.1, Atmos, or binaural so the audio belongs in the space from the first sketch.

Co-thinking from concept. Speaker layout, content arc, transitions between scenes or rooms. We help shape the audio architecture together with the creative directors and exhibition designers.

Custom tools when needed. When off-the-shelf software can't handle the brief, we build what's missing. Custom panning tools, bespoke playback systems, calibration rigs.

Tuned on the actual speakers. A 10.1 mix doesn't survive a copy-paste from studio to venue. We're there during install, mixing on the rig the audience will hear.

How we work

We sit at the table from concept, not delivery. Sound architecture, speaker layout, mix format, content arc. We help shape the experience before a single note is written.

Case in motion — IKEA × Lowlands

A ten-minute exit from festival chaos.

02

Where the work lives

Every context has its own logic. A summit stage isn't a digital art exhibition isn't a game world. We shape the sound to the room, the audience, and the duration they're going to spend with it.

Exhibitions

Digital art shows, museum installations, walk-through experiences

Events & Summits

Investor days, keynote scores, conference openers, countdowns

Festival Pavilions

Brand activations, escape rooms, meditative zones

Games & Worlds

Adventure scores, world-building, adaptive game music

Brand Spaces

Flagship stores, showrooms, lobby installations

Architecture

Landmark installations, panoramic films, observation decks

Live Activations

Product launches, brand reveals, on-stage scoring

Cinematic

Immersive films, 360° experiences, dome projections

03

Three projects, three problems

Case 01 — 10.1 Surround

Remastered

Digital Art Exhibition · Rotterdam

A digital art exhibition under the Erasmus bridge. 60 projectors, 50 speakers, a 10.1 surround rig, and the work of Dutch masters from Van Gogh to Bosch. Every painting needed its own soundtrack, with sonic details mapped to brushstrokes, characters, and movement. Off-the-shelf tooling couldn't handle simultaneous mixing across ten speakers, so we built our own multi-speaker panning tool for Ableton and produced the entire show on it.

Mix

10.1 Surround

Speakers

50

Tooling

Custom

View case →

Case 02 — Festival Escape

IKEA × Lowlands

DRÖMLAND

A meditative soundscape for a 10-minute film designed to pull Lowlands visitors out of festival chaos and into stillness. We immersed ourselves in introspective music for weeks, then built a slow, evolving piece that drifts from textured ambient tones into subtle melodic fragments. Organic field recordings layered with processed synths and drones, designed to feel both detached from reality and emotionally grounding.

Duration

10 min

Arc

Slow build

Texture

Field + synth

View case →

Case 03 — Game World

Tavern Squad

Ale & Axes Theme

A full theme for an adventure game world. Celtic instrumentation fused with cinematic grandeur, written to evolve as players move between contrasting environments — from lively taverns to darker dungeons. The challenge wasn't a single track. It was a flexible musical language that could carry an entire game across hours of play.

Format

Game audio

Palette

Celtic / cinema

Brief

Adaptive

View case →

Case in motion — Tavern Squad

An entire game world, scored end to end.

04

What we bring to the table

Composition

Composition at length

Game soundtracks, 10-minute films, hour-long exhibition loops, modular event scores. We write for the duration the experience demands, not the duration of an ad break.

Mixing

Spatial & surround mixing

Native multichannel production. We compose, arrange, and mix in surround from the start instead of upmixing a stereo bounce at the end.

Creative

Co-thinking & R&D

We sit at the table during concept. Speaker layout, content flow, format choices, transitions. We help engineer the experience, not just deliver files for it.

Engineering

On-site supervision

A surround mix only sounds right on the speakers it's going to play on. We're there during install, calibrating, refining, and signing off on the actual rig.

If the project demands a tool that doesn't exist yet, we'll build it. For Remastered we wrote a custom multi-speaker panning tool for Ableton so we could mix on ten speakers simultaneously, in real time.

05

Formats we mix in

From stereo to ten-channel, from headphones to a fifty-speaker room. We deliver in whatever format the space, the platform, or the experience demands.

Stereo

2.0 / Headphones

Surround

5.1 / 7.1

Extended

10.1 / Custom

Immersive

Dolby Atmos

Spatial

3D / Object-based

Binaural

Headphone 3D

Ambisonic

B-format / VR

Live

On-stage mixing

Got a room that needs filling?

We love this kind of work. The earlier we're involved the better. Tell us about the space, the audience, and the story.

All Selected Work

Sound in Space, in Action

THNDR