Motif [mō-tēf]: A recurrent thematic element in an artistic or literary work - A dominant theme or central idea.


Audiomotif Sampling endeavours

05 03.14


Our team has been working on multiple Kontakt instruments, sample packs, SFX libraries over the years. Winning awards in the process. We always work for 3rd party content creators, asset stores but also for products of VST developers.

We hear a lot of the same sounds in commercials, trailer, games and music. Don’t get me wrong we love working on these types of projects, it’s good way create good sounding content quickly. However if you feel like your project needs bespoke sounds, something never heard before by anyone. We can deliver. We can create bespoke content for any project, not just for the libraries being used to o so often. For some jobs you need a suit. For some a tailor made suit.

For info please feel free contact us info[at]audiomotif.co.uk

Infomercials increasingly popular.

05 03.13


We see an ever growing demand for infomercials with good music. The music should be non intrusive but still enhance the overall feeling of the video. At Audiomotif we appreciate the delicate nature of video that need convey information. That why we offer custom music services together with sound design. A service where we work with both sound design and musical elements synced to your video and complementing the message of the video.

See our portfolio for some examples of infomercials we have worked on.

FPS Control

23 06.12

Last year we worked on a nice project where we created an exclusive kit of bespoke sounds for FPS Control’s demonstration game called Shellshock.

ShellShock is the first demo created with FPS Control. Not only is the entire setup open to use, change, edit and modify, it’s also a great game! In ShellShock, you enter an abandoned powerplant and find out a way to escape. Weapons include the M9 Beretta and M16 assault rifle. The demo is a perfect example of how FPS Control works, and how to use the various tools to create a story driven game.
We made all the sounds for the game. Check out the demo right here

Ultimate Robotoru @ Adult Swim

20 06.12

Ultimate Robotoru II

We did the sound design for the anime shooter Robotoru II. The shooter is fun, epic and with iconic anime sounds! Have a go on AdultSwim Games and enjoy!

Free 3d Insect Simulation (for Kontakt)

13 11.11

Since we have been working on a set of Kontakt instruments for Audiomotif I became more and more interrested in Kontakt as a sound design tool. While mainly engineered towards chromatic instrument simulations — Kontakts built in effects and scripting language allows you to create very effective sound design tools. Besides sound design tools designed for post production there is also a new line of synth’s and drum instruments coming out next month. (Audiomotif — Electro Tech Vol 01)

What else but a bee would be our simulation? A freebie bee — Right enough with the wordplay. The instrument is using a HP filter to mimic the size of the insect (more bass equals a bee — medium a wasp and only high’s for a fly). There is panning control and X-Y shifts; going from wide to narrow relative of it’s center. There is an EQ section you can use to enhence some frequencies when using a more extreme pitched keys (C1>C2 — C5>C6). The sample used is a synthesized sound and is being looped.


Fallout New Vegas

03 01.11

We were brought in by games localisation firm Babel Media this summer, to work on a very large dialogue post production project for Bethesda softworks. Our job was to work alongside Babel’s internal audio team to clean up and edit audio dialog and cutscenes.

Moshi Monsters Super Moshis trailer!

30 11.10

We are very proud to announce we’ve been working on the awesome Super Moshis trailer for the hugely popular online game and virtual world Moshi Monsters. Moshi Monsters is developed by Mind Candy, and it’s a virtual world where anyone can adopt and care for their own pet monster. The game has seen an explosion of growth since its launch 2 years ago, and currently counts over 27 million subscribers! Yes, that is, in pure subscription numbers, almost 3 times the size of World of Warcraft…

We had great fun working on this trailer, as we immediately loved the art direction and character design. So let’s hope the kids love the result as much as we loved working on it 🙂

We did all sound design, the music editing and the mix.
Some of the moshi monster voices were kindly provided to us by Mind Candy, and we edited those sounds to match the on-screen action. Other characters did not have any audio for their vocalisations yet so we created those ourselves.
Royalty free music was licenced by stockmusic.net.

Other credits:
Director/Animator – Wip Vernooij
Animator – Cako Facioli

New articles by Daan & Durk

06 11.10

Besides being occupied by our audio work we sometimes share a bit of our knowledge, field expeditions and sounds. This last month Daan has been busy recording all sorts of things and started a blog on his personal website. It’s a great opportunity to see how we like to spend our time, looking for new sounds and ideas. Make sure you check out the article “Pumps, engines and Tesla Coils”.

A little less new but also news worthy is Durk’s video tutorial “Massive Wobble Bass Explorations”. In this tutorial you can learn how to make Native instruments vst synth Massive wobble like we all love in dubstep and drum n bass. The tutorial is doing quiet good and is approaching the 100.000 views mark on Youtube!

Dead Space Ignition

18 10.10

We’re happy to announce that we have been working on Dead Space Ignition this summer. Dead Space Ignition is a prequel to the highly anticipated Dead Space 2, and is released for PS3 and Xbox 360 through PSN and XBLA. It’s basically a collection of minigames with animated comics in between, that tell the story of the events leading up the the start of Dead Space 2.

We created all in-game sound effects for this game, apart from a few sounds that were taken from the original Dead Space. Also, we’ve worked on about half of the game’s animated comics: editing the music, dialogue and sound effects (using a library of Dead Space legacy sounds for creatures and weapons, and adding our own sound design where needed), and mixing all elements to create the finalised sound tracks.

The Audio Guys hired us for this project. The game is developed by Sumo Digital and published by EA.

Although there’s a fair amount of reviews online for this game, so far we’ve only found one that comments on the sound (well there’s other reviews where the dialogue is mentioned, but we weren’t involved in the recording of that):

Sound: 8.
[…] the sound effects are good.” IGN

Starcraft 2

16 10.10

We were brought in by games localisation firm Babel Media to work on the dialogue post production of multiple localisation SKU’s for Blizzard’s hugely popular Starcraft 2. Our job was to work alongside Babel’s internal audio team to clean up and edit VO recordings, apply various stages of FX processing and mix and balance the dialogue into the game’s cutscenes.

Starcraft 2 - Image copyright Blizzard Entertainment
Image copyright Blizzard Entertainment.
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