

🎬Interactive video reel
🎮 Interactive showcase of original compositions for video games and film. Includes award-winning projects, adaptive music implemented with FMOD/Wwise, and audiovisual collaborations.

🎧 Original Reimagined Score – Warship Trailer
A cinematic reimagining of the "Warship" video game trailer.
This track was fully recomposed and synchronized by Mario Alexander to showcase dynamic scoring for trailers and video game marketing.
🎬 Genre: Epic / Orchestral Hybrid
🎯 Goal: Trailer rescoring practice for portfolio presentation.
▸ Not affiliated with the original developers. Music created for portfolio and educational purposes.

🎮 GAME PROJECTS
This is Conga is a humorous medieval-themed action game created during the LVL UP Game Jam.
I was in charge of the entire audio design, from composing the music to recording and designing sound effects. My approach blended playful instrumentation with expressive SFX to support the fast-paced and comedic nature of the game.
This project earned the Best Sound Award, recognizing the effectiveness and creativity of the audio work within the jam's time constraints.
The score was produced in Studio One, and all implementation was designed with real-time game dynamics in mind.
Download Video Game
In this mobile game project, I developed an adaptive soundtrack using FMOD. The music dynamically changes based on the player's oxygen level — as the player runs out of air, tension layers are triggered. These tension elements are designed to play in randomized layers, creating a constantly evolving soundscape that intensifies the gameplay experience.
This system demonstrates my ability to implement interactive audio with real-time responsiveness, enhancing immersion through adaptive composition

🎧 ADAPTIVE HORROR SCORE – SICKA MANSION
🔊 Hall Ambient
A sound redesign and music implementation project developed in Unity for Sicka Mansion, a horror game prototype.
This exercise explores dynamic 3D audio using FMOD to create immersive and adaptive horror experiences. Music transitions and sound effects respond to in-game positioning and player actions, enhancing tension and narrative pacing.
🕹 Game Engine: Unity
🎧 Tools: FMOD Studio (3D spatialization, parameters, audio routing)
🧠 Focus: Interactive horror scoring + real-time sound design
🚧 Project type: Practice prototype (not affiliated with original developers)
Watch Full Walkthrough
🔊 Chase Theme (Adaptive Tension)

🎧 ADAPTIVE GAME MUSIC – ZELDA SCENE
🔊 Temple of Time – Exterior vs. Interior
A dynamic and adaptive music prototype inspired by The Legend of Zelda.
Although the piece was produced in Studio One, all transitions and musical behaviors were designed as if implemented in FMOD.
The score responds conceptually to player states such as exploration, combat, and location changes using vertical layering and parameter-driven logic.
This project showcases adaptive thinking applied to interactive music composition.
🔊Forest to Combat Transition
Woodwinds outside, strings inside. Music reacts to sacred space
Peaceful ambient shifts into high-tension combat seamlessly.

🎧 Rescoring Scene — Tesis sobre un Homicidio
This scene from the Argentine thriller Tesis sobre un Homicidio was rescored as a narrative exploration exercise. The music layers synthesizers and asymmetrical rhythmic motifs inspired by the flickering of police sirens, creating a subtle but persistent tension without interfering with the dialogue.
The goal was to build suspense progressively, using techniques that could also apply to interactive environments. Although this is a cinematic project, the aesthetic and technical approach aligns with principles used in video game music design.

🎥 TRAILERS & CUTSCENES
In this redesign project, I recreated all Foley and music for a short scene from WALL-E using only Studio One.
Every sound was recorded from scratch with objects found in my room — including plastic, paper, and metal — to simulate mechanical movements and environmental textures.
The result showcases my ability to integrate sound design and composition with limited resources, crafting a believable sonic world for animation
This short film blends rural Chilean folklore with psychological horror, portraying a haunting zombie tale rooted in the countryside.
I contributed to the original soundtrack as part of a collaborative team, taking an active role as composer of several original melodies and performer. My approach centered on improvisation and emotional depth, using processed cello techniques — such as delay, reverb, and bow hits — to evoke tension and unease.
I also interpreted a traditional Chilean folk harp, which I re-harmonized in a minor mode to suit the horror tone of the film.
The result is a culturally rooted score that combines acoustic expression with creative sound processing to support the film’s eerie atmosphere.

🎸 Polysteichon – Live Video Game Rock
As the main arranger and guitarist for Polysteichon, a band focused on rock and metal adaptations of video game music, I actively contribute to the reimagining and reinterpretation of iconic soundtracks. This work highlights my ability to adapt and expand existing compositions through orchestration, arrangement, and performance—an integral part of my creative identity as a composer. Through this project, I’ve had the privilege of sharing the stage with renowned figures in the industry such as David Wise, Akira Yamaoka, and Crush 40.
This project reflects my commitment to bridging composition and live performance within the realm of video game music

🎼 ORIGINAL PIECES
Here you can explore a selection of original pieces and project excerpts, showcasing my versatility as a composer. Each work demonstrates different approaches to adaptive music, tension building, and thematic development for games and audiovisual media.

About Me
I’m Mario Alexander, a Chilean composer based in Spain, specialized in music for video games and audiovisual media. With a background in electric guitar and cello, I blend emotional storytelling with modern interactive techniques, creating immersive soundtracks that enhance gameplay and cinematic experience.
My work includes original compositions, adaptive music using FMOD and Wwise, and award-winning soundtracks 🏆 from game jams. I’m also the main arranger and guitarist of Polysteichon, a video game tribute band known for its rock and metal renditions of iconic soundtracks. We’ve shared the stage with industry legends such as David Wise, Akira Yamaoka, and Crush 40.
Whether composing for horror, action, or cinematic sequences, I bring a holistic approach that combines orchestration, technical implementation, and live performance experience. I’m currently open to collaborations, freelance work, and new creative opportunities in the game and film industries.


Services
By exploring my work as a composer, arranger, and performer, you'll find a creative profile shaped by both classical training and contemporary game audio practices. My background in live performance, music production, and interactive audio allows me to adapt fluidly to different media formats, always with a focus on emotional impact and narrative depth.
Each service I offer reflects my experience across diverse genres and tools, including FMOD, Wwise, and hybrid arrangements, ensuring immersive, polished, and emotionally resonant results.

🎧 Game & Film Audio Production
From adaptive music systems to immersive sound design, I provide complete audio solutions tailored to each project’s emotional and interactive needs. Whether composing original scores that enhance narrative and gameplay, or designing and implementing sound effects for characters, environments, and interfaces, I ensure a cohesive sonic identity.
Experienced with FMOD, Wwise, Reaper, Unity, and Unreal Engine.

🎸Arrangements & Orchestration
I offer professional arrangements for various formats, from full orchestra to rock or jazz band. I can adapt existing songs or themes to suit different ensemble settings, providing clean sheet music and MIDI files through Sibelius. Ideal for composers, producers, or ensembles looking for high-quality custom arrangements ready for performance or recording.

🎻 Session Work & Live Performance
Live and studio recordings on cello and electric guitar. Available for solo melodic lines, layered textures, or expressive takes on pre-existing arrangements. Backed by years of stage experience across Europe and Latin America.

Whether you're a developer, director, or fellow artist, feel free to get in touch for project inquiries, collaborations, or commissions.
I’m currently available for freelance and remote work across Europe and Latin America.

+34 610 805 071
