# Arthur Kowskii Croquebois — portfolio complet (en) > Fichier généré au build. Source canonique : https://arthurcroquebois.com/en/ > Contact : contact@kowskii.com --- # Arthur Kowskii Croquebois [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/bio/) **Technical Sound Designer & Music Designer** · Montreuil (Paris), France > Seeking a work-study position (alternance) as Technical Sound/Music Designer for games, in France, starting October 2026: 3 days per week at the studio (Wednesday → Friday), 2 days at school. > Bachelor Music & Sound Design at ISART Digital Paris, graduation target February 2027. > Six years freelance experience across luxury, culture, music, and interactive audio work. ## Profile I design sound systems and music that respond to gameplay, from creation through implementation and debugging. I work with Unity and Unreal, as well as id Tech 4, adapting my approach to each engine’s constraints. I also develop REAPER tools and work on custom electronic instruments. That hands-on practice informs how I think about sound, music, and the tools that make them work. ## Background ### Now — Kubika: A Cube Story Sound design and audio implementation for an independent game developed by our five-person team, KubiCorp. ### 2027 — ISART Digital Paris Music & Sound Design bachelor focused on game audio craft, middleware, and production delivery. ### 6 years — Freelance Micro-entreprise work including Helena Rubinstein / L'Oreal, Givaudan, Musee YSL, and music releases. ### Tools — Reaper scripts Workflow tooling for game-audio production, export hygiene, and repetitive audio implementation tasks. ## Skills - **Middleware** : FMOD, Wwise - **Engine & Code** : Unity, Unreal Engine, id Tech 4, C++ - **Production** : Git, Perforce - **Electronics** : KiCad, PCB Design, Custom Controller, Custom MIDI Instrument ## Inspirations Persona 5, Jet Set Radio, Hyper Light Drifter, Hades, Clair Obscur ## Contact - [Email](mailto:contact@kowskii.com) - [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) - [X](https://x.com/kforkowskii) - [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) - [GitHub](https://github.com/arthurkowskii) - [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) - [Instagram](https://www.instagram.com/kforkowskii/) ![Portrait of Arthur Kowskii-Croquebois](/images/bio/linkedin.png) --- Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Quake 4: The Awakening Complete Edition [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/quake4-awakening-ce/) **Audio case file · Composition, Sound design, Implementation · 2026 · GAME AUDIO** > Audio lead on the mod completing Quake 4's cancelled expansion from the recovered alpha build. I compose and implement the music, and repair the game's audio. ## Facts - **Roles**: Composition, Sound design, Implementation - **Year**: 2026 - **Engine**: id Tech 4 - **Middleware**: / - **Platform**: PC - **Version control**: Git - **Timeline**: 2026 — - **Status**: In development ## Project Overview In 2026, an alpha build of *The Awakening*, Quake 4's cancelled expansion, resurfaced decades after being shelved. Our mod team, already behind the MOUSE: Reloaded mod for MOUSE: P.I. For Hire, set out to complete it: fixing bugs, finishing unfinished levels, re-recording the entire voice acting, and shipping the Quake 4 sequel that never existed. I handle audio direction. ## Music & sound design Some missions come with material, others with silence. When a demo from the original team survives, I develop it into a finished track, otherwise I compose in the Quake 4 style. Same for sound: some areas and cutscenes are completely silent, so I create those from scratch. The intro track builds on the sound of 1996's Quake while keeping Quake 4's military theme. The mission 2 tank fight has its own intro/fight pair: two synchronized tracks whose switch fires from the level script. ## Implementation Quake 4 ships with no audio middleware. Everything goes through sound shaders, speakers in the maps, and level scripts. I rebuilt the missing part by hand: music that starts, changes and stops with the action. I also repaired what was there: cinematic music out of sync, loops cutting at the wrong time, missing soundscapes. ## Tooling I built the per-mission launch shortcuts, the sync pipeline to the game's Steam installation, and the dialogue script extraction used for the voice casting, allowing the team to work efficiently with the least amount of friction possible. This is really important, especially in a community project where a lot of people come and go every day: the dev experience has to be snappy, even for an abandoned 2004 game. ## Audio examples - [m01_trench_intro](/media/quake4-awakening-ce/audio/m01_trench_intro.ogg) - [m02_tank_intro](/media/quake4-awakening-ce/audio/m02_tank_intro.ogg) - [m02_tank_fight](/media/quake4-awakening-ce/audio/m02_tank_fight.ogg) - [m02_strian_1](/media/quake4-awakening-ce/audio/m02_strian_1.ogg) ## Notes - Music Design: Composed and integrated the extension's missing music sections (AWAKEN intro, cinematics), synced with SFX and scene scripts. - Tech Audio: Fixed broken or missing audio logic: sound shaders, speakers, and mission scripts rebuilt by hand. - Management: Maintains the team repo: branches, merges, .gitignore, per-mission launch shortcuts, and dialogue documentation. - Tools: Project tooling: mod-to-install sync script, VO dialogue extraction, and audio preview wired into the editor. ## Links - [ModDB page](https://www.moddb.com/mods/quake-4-the-awakening-complete-edition) - [Follow the project](https://x.com/quake4awakening) ## Videos - [Hero](/media/quake4-awakening-ce/hero.webm) - [Speaker Entities Demo](/media/quake4-awakening-ce/speaker_entities_demo.webm) --- Interactive version : [/en/#project/quake4-awakening-ce](/en/#project/quake4-awakening-ce) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/quake4-awakening-ce/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Kubika: A Cube Story [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/kubika-showcase/) **Audio case file · Sound design, Implementation · 2024 · GAME AUDIO** > A 3D Sokoban puzzle game built around gravity shifts. I handle sound design and audio implementation in Unity and FMOD, including spatial audio and an adaptive score. ## Facts - **Roles**: Sound design, Implementation - **Year**: 2024 - **Engine**: Unity - **Middleware**: FMOD - **Team**: Indie team - **Platform**: PC - **Version control**: Git - **Timeline**: 2024 — 2026 - **Status**: Demo Available · Releases November 5, 2026 ## Case file - **Outcome**: Public Steam demo available now. Full release scheduled for November 5, 2026. - **Credits**: Co-founded KubiCorp in 2025 with the rest of the team. ## Project Overview Created immersive spatial audio for this gravity-shifting 3D Sokoban puzzle game, developing custom systems that respond dynamically to the game's unique mechanics. The audio design maintains spatial relationships regardless of world orientation, creating a truly three-dimensional soundscape. ## Technical Achievements - **Gravity-Responsive Audio**: Custom 3D audio listener system - **Performance Optimization**: Audio pooling and LOD systems - **Adaptive Music System**: Parametric system with vertical remixing - **45+ Sound Effects**: Complete audio library - **8 Audio Layers**: Dynamic music composition ## Notes - Tech Sound Design: Foley design and implementation in FMOD and Unity in C#. In-depth study and creation of realistic ecosystems and setting up the audio direction for the whole project. - Music Design: Adaptive score, the music reacts to the number of cleared levels and the current biome, through layered stems. - Studio: Co-founded KubiCorp in 2025 and developed the game’s audio through the public demo and ongoing production. ## Links - [Play Steam Demo](https://store.steampowered.com/app/4738710/KUBIKA_Demo/) - [Watch Trailer](https://youtu.be/--bpQQeA78k?si=bRKR_4fZ9DgQDOte) - [Studio](https://kubicorpstudio.com/links) --- Interactive version : [/en/#project/kubika-showcase](/en/#project/kubika-showcase) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/kubika-showcase/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # MOUSE: Reloaded [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/mouse-reloaded/) **Audio case file · Sound design, Implementation · 2026 · GAME AUDIO** > Community mod work for MOUSE: P.I. For Hire, combining asset retrieval, cut-content restoration, BepInEx/Harmony implementation, and missing weapon sound design. ## Facts - **Roles**: Sound design, Implementation - **Year**: 2026 - **Engine**: MOUSE: P.I. For Hire mod - **Middleware**: BepInEx / Harmony - **Team**: Community team - **Platform**: PC - **Timeline**: 2026 - **Status**: Released ## Case file - **Outcome**: A public community mod contribution that combines technical reverse-engineering, implementation, and sound design. - **Awards**: 5,000+ downloads ## Project Overview MOUSE: Reloaded is a community mod for MOUSE: P.I. For Hire. I investigate unused assets and abandoned game logic, help restore cut weapons, and design missing weapon sounds. My work combines asset recovery with runtime implementation using BepInEx and Harmony. For each restored weapon, I identify the available material, investigate the missing behavior, and implement the audio needed to bring it back into gameplay. ## Notes - Tech Audio: Repaired abandoned or limited audio functions, extracted the FMOD banks, and designed the missing sounds for the recovered weapons. - Implementation: Implemented the Cheese Grenade and contributed to the Lewis Gun restoration using BepInEx and Harmony, with AssetRipper for asset recovery and ILSpy for inspecting existing game logic. - Colorization: Colorized the Cheese Grenade's 3D UVs and more than 100 assets of the mod. ## Links - [ModDB Page](https://www.moddb.com/mods/mouse-reloaded) ## Gallery ![Worked On Colouring UVs](/media/mouse-reloaded/Worked%20on%20colouring%20UVs.png) ## Videos - [Hero](/media/mouse-reloaded/hero.webm) - [Made Brand New SFXs For The New Weapons](/media/mouse-reloaded/Made%20brand%20new%20SFXs%20for%20the%20new%20weapons.webm) --- Interactive version : [/en/#project/mouse-reloaded](/en/#project/mouse-reloaded) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/mouse-reloaded/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Brew First, Ask Later [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/brew-first-ask-later/) **Audio case file · Composition, Sound design, Implementation · 2026 · GAME AUDIO** > A cursed little witch, a cauldron and potions to experiment with. Music composition, recorded sound effects and FMOD / C# integration for a Unity game made in 48 hours. ## Facts - **Roles**: Composition, Sound design, Implementation - **Year**: 2026 - **Engine**: Unity - **Middleware**: FMOD - **Team**: 7 people - **Timeline**: 48-hour game jam - **Language**: C# - **Status**: Released ## Case file - **Outcome**: Game available on itch.io, winner of the polish prize at Game Jam CStudio 2026. - **Credits**: Game design and programming: Jacob Brugier, Lilian Benard, Jules Abran. Game art: Alexia Gasnier, Sara Antic, Heysna Domah. Music and sound design: Arthur Kowskii Croquebois. ## Breaking a curse Brew First, Ask Later is a 3D Unity game made during [Game Jam CStudio 2026](https://itch.io/jam/game-jam-cstudio-2026), around the theme “Le choix n’arrive qu’après” (“The choice only comes afterwards”). Our team had seven members for the 48-hour jam. You play a cursed little witch, equipped with her cauldron and the plants around her. Gather ingredients and experiment with combinations: depending on what you collect, potions grant powers or drawbacks. Discovered recipes are recorded in a grimoire, with the goal of lifting the curse. ## Playful fantasy music I composed the music using the sounds of traditional instruments such as lute, mandolin and harp. I wanted a mystical fantasy world that still felt playful and cheerful. This musical palette accompanies a casual game designed for short sessions of around five minutes. The [original soundtrack is available on SoundCloud](https://soundcloud.com/kforkowskii/brew-first-ask-later-original?si=d2bc3381897f40d284e2329f3c142769&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing). ## From recordings to the game I recorded every sound effect, including sounds for the cauldron and potions. I also recorded instruments, including guitar and ukulele. These recordings provided the raw material for my sound design. I then integrated the audio in Unity with FMOD and C#, connecting sound creation to its implementation in the game within the jam's limited timeframe. ## A game delivered in 48 hours The game is [available on itch.io](https://ystos.itch.io/brew-first-ask-later) and won the polish prize at Game Jam CStudio 2026. ## Notes - Composition: lute, mandolin and harp for a mystical fantasy world that also feels playful and cheerful. - Foley recording: I recorded every sound effect, along with instruments including guitar and ukulele. - Technical implementation: audio integration in Unity with FMOD and C#. ## Links - [Play on itch.io](https://ystos.itch.io/brew-first-ask-later) - [Listen on SoundCloud](https://soundcloud.com/kforkowskii/brew-first-ask-later-original?si=d2bc3381897f40d284e2329f3c142769&utm_source=clipboard&utm_medium=text&utm_campaign=social_sharing) ## Gallery ![02 Artwork](/media/brew-first-ask-later/02-artwork.png) ## Videos - [Hero](/media/brew-first-ask-later/hero.mp4) --- Interactive version : [/en/#project/brew-first-ask-later](/en/#project/brew-first-ask-later) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/brew-first-ask-later/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # GroovExe [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/groovexe/) **Audio case file · Implementation · 2026 · GAME AUDIO** > Y2K rhythm game created during ISART Game Week around the theme of digital footprints, with audio integration developed entirely in C# within Unity. ## Facts - **Roles**: Implementation - **Year**: 2026 - **Engine**: Unity - **Team**: 10 people - **Platform**: Windows - **Timeline**: 4 days - **Language**: C# - **Status**: Completed ## Case file - **Outcome**: A playable Windows rhythm game awarded Best Sound and the Student Choice Award. - **Awards**: Student Choice Award - **Awards**: Best Sound Award ## Project Overview GroovExe was created during ISART Game Week, a game jam built around the theme of “Print.” The team explored the idea of digital footprints through a rhythm game in which a hacker protects her own data while breaking into other people's information. Its audiovisual identity draws from Y2K aesthetics. The game is controlled entirely with the keyboard: every action follows the rhythm of the music and directly shapes how the game feels. ## Audio Integration Unlike my other Unity projects built with FMOD, GroovExe uses no audio middleware. The integration was developed directly in C# within Unity. This constraint moves the rhythmic logic into the game code rather than an external authoring tool. ## Production The project was designed and delivered in four days by a team of ten students across art, programming, sound design, and game design. It received the Best Sound Award and the Student Choice Award. The Windows build is available for free on itch.io. ## Audio examples - [Menu Music](/media/groovexe/audio/Music_Menu.ogg) - [Main Track](/media/groovexe/audio/Music_MainTrack.ogg) ## Notes - No middleware: all audio logic is integrated directly in Unity through C# scripts. - Keyboard-only interaction: player actions follow the rhythm without relying on a mouse or controller. - A short production cycle: the game was designed and built in four days by a team of ten students. ## Links - [Play on itch.io](https://guiguizzz.itch.io/groovexe) - [Watch the walkthrough](https://youtu.be/mi7xw7BZ_IA?si=4wsOZG_5aiUb5pdO) ## Gallery ![Title Screen](/media/groovexe/title-screen.webp) ## Videos - [Hero](/media/groovexe/hero.webm) --- Interactive version : [/en/#project/groovexe](/en/#project/groovexe) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/groovexe/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Chromestesia [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/chromestesia-showcase/) **Audio case file · Composition, Sound design, Implementation · 2024 · GAME AUDIO** > Punk platformer-combat game where color switching transforms both the level and the music. ## Facts - **Roles**: Composition, Sound design, Implementation - **Year**: 2024 - **Engine**: Unity - **Middleware**: FMOD - **Team**: 10 people - **Platform**: PC - **Timeline**: 1 month - **Status**: Completed ## Case file - **Outcome**: A playable gold build developed in a short production sprint, with a six-track adaptive soundtrack. ## Project Overview Chromestesia is a platformer-combat game built around color switching. The player changes colors to transform platforms, and the music changes with that mechanic. The audio job was to make that relationship feel immediate without becoming chaotic. ## Audio System Each music cue exists in paired versions. The system has to switch fast enough to feel connected to the player action, but it also needs synchronization and cooldown behavior so the music does not tear itself apart. The SFX bank follows the same identity: sharp, punk, electric, and exaggerated enough to make the mechanic feel physical. ## Additional Contributions Beyond music, sound design, FMOD, and Unity integration, I also contributed graffiti assets, the intro cinematic, and playable-character animation. That matters because the project depends on a coherent audio-visual personality, not isolated assets. ## Audio examples - [Opening](/media/chromestesia/audio/OPENING.ogg) - [Plug The Color In (Plugged)](/media/chromestesia/audio/PLUG%20THE%20COLOR%20IN%20(Plugged%20Version).ogg) - [Plug The Color In (Unplugged)](/media/chromestesia/audio/PLUG%20THE%20COLOR%20IN%20(Unplugged%20Version).ogg) - [Bring Up The Color (Plugged)](/media/chromestesia/audio/BRING%20UP%20THE%20COLOR%20(Plugged%20Version).ogg) - [Bring Up The Color (Unplugged)](/media/chromestesia/audio/BRING%20UP%20THE%20COLOR%20(Unplugged%20Version).ogg) ## Notes - Music Design: Adaptive music, every track exists in two matched versions, the switch follows the player's color change, and I integrated the system with sync and cooldown so the score never tears. - Sound Design: A punk, electric, high-energy SFX identity, plus integration of the sound events so the player's input is immediate without turning chaotic. - Ownership: Beyond audio, graffiti, the intro cinematic, and playable-character animation carry the same audio-visual identity. ## Links - [Watch Trailer](https://youtu.be/6aKB7nFtJQo?si=a0XfJuEDsXJyw6F2) - [Gameplay Demo](https://youtu.be/COJwYCqv5dw?si=PmIhmJSQem6hF6Ha) --- Interactive version : [/en/#project/chromestesia-showcase](/en/#project/chromestesia-showcase) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/chromestesia-showcase/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Mouse Knight [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/mouse-knight-showcase/) **Audio case file · Composition, Implementation · 2024 · GAME AUDIO** > Orchestral soundtrack and FMOD/Unity integration for a small knight moving through a large fantasy world. ## Facts - **Roles**: Composition, Implementation - **Year**: 2024 - **Engine**: Unity - **Middleware**: FMOD - **Team**: 7 people - **Platform**: PC - **Timeline**: 1 month - **Status**: In progress ## Case file - **Outcome**: A five-track orchestral soundtrack with FMOD and Unity integration for a playable PC build. ## Project Overview Mouse Knight follows a cursed mouse knight looking for revenge. My work focused on the score and its technical integration: five orchestral tracks, FMOD setup, and Unity implementation. The project's strongest audio problem is scale. The protagonist is small, so the music has to sell bravery without making the world feel normal-sized. ## Implementation Notes The integration constraint was visual scripting. That is slower if you are used to direct C# scripts, but it forces the logic to become explicit and readable to non-programmers on the team. ## Current Status The project remains in progress, with the core soundtrack and implementation direction established. The five-track score is available on the dedicated [Mouse Knight soundtrack page](/en/project/mouse-knight-ost/). ## Audio examples - [Once Upon A Time... a Mouse Knight](/media/mouse-knight/audio/mus__OnceUponATime.ogg) - [Prison Break](/media/mouse-knight/audio/mus_PrisonBreak.ogg) - [The Village](/media/mouse-knight/audio/mus_TheVillage.ogg) - [This Curse Ends With You](/media/mouse-knight/audio/mus_ThisCurse.mp3) - [End Credits](/media/mouse-knight/audio/End%20Credits.ogg) ## Notes - Make a tiny hero sound huge: The orchestration supports a small protagonist in a world that feels bigger than him. - Five tracks in one month: Composed and integrated the full orchestral score within a tight deadline. - No C# allowed: The score was integrated through visual scripting instead of the usual C# workflow. ## Links - [Watch Trailer](https://www.youtube.com/watch?v=pXoGr9FD1V4) - [Itch.io](https://kusalherbe.itch.io/mouse-knight) --- Interactive version : [/en/#project/mouse-knight-showcase](/en/#project/mouse-knight-showcase) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/mouse-knight-showcase/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Afterlife Museum [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/afterlife-museum/) **Audio case file · Composition, Sound design, Implementation · 2026 · GAME AUDIO** > A one-month ISART platformer where you play a wooden puppet wandering a cabinet of curiosities — and can leave your body to possess the objects around you. I composed the clarinet soundtrack, built the wooden soundscape, and integrated everything in Unity with FMOD. ## Facts - **Roles**: Composition, Sound design, Implementation - **Year**: 2026 - **Engine**: Unity - **Middleware**: FMOD - **Team**: 11 - **Platform**: PC & Android - **Version control**: GIT - **Timeline**: 1 month - **Status**: Academic project ## Case file - **Outcome**: A playable build delivered in one month — 2 animatics, 2 levels, an OST recorded with a real clarinetist, and a PC & Android build. ## Project Overview Afterlife Museum is a platformer made in one month at ISART. You play a small wooden puppet wandering through a collector's cabinet of curiosities, and the game's hook is possession: you can leave your puppet's body behind and jump into the objects around you to control them. I worked as composer and tech sound designer, delivering the soundtrack, the sound design, and the Unity + FMOD integration. ## Audio System - **Possession chord system**: leaving the puppet's body triggers a voice chord ("heart") whose harmony depends on when the action happens — it is tied to the chord progression of the level's current music. The sound is dynamic in pitch and in duration: whatever the distance between the two objects, the audio track stretches to cover it, from a short blip to a long transfer. - **Clarinet soundtrack**: an OST oscillating between experimental-modern writing and mickey-mousing, recorded with clarinetist Clara Legentil. - **Air time arpeggio**: while the player is in the air, a clarinet line plays ascending and descending arpeggios for the whole duration of the jump, following the chord progression of the level like the possession sound. - **Wooden sound design**: the foley was built from wooden objects bought at flea markets and ressourceries, keeping the cabinet of curiosities believable and tactile. The original music is presented separately on the [Afterlife Museum soundtrack page](/en/project/afterlife-museum-2/). ## Audio examples - [Awakening](/media/afterlife-museum-2/audio/track-01.ogg) - [Everything Wood](/media/afterlife-museum-2/audio/track-02.ogg) - [Feel so Small](/media/afterlife-museum-2/audio/track-03.ogg) ## Notes - Tech Sound Design: Possession chord system, leaving your puppet to possess an object triggers a voice chord whose pitch and duration adapt to the distance, locked to the level's chord progression. - Music Design: Clarinet soundtrack, experimental-modern scoring with mickey-mousing, recorded with clarinetist Clara Legentil. - Sound Design: Wooden foley, every object in the soundscape is built from flea-market pieces, matching the cabinet's material language. ## Links - [Playthrough Video](https://youtu.be/8pfXs9VA_qQ) ## Videos - [Everything Wood](/media/afterlife-museum/everything-wood.webm) - [Gameplay](/media/afterlife-museum/gameplay.webm) - [Mickey Mousing](/media/afterlife-museum/mickey-mousing.webm) --- Interactive version : [/en/#project/afterlife-museum](/en/#project/afterlife-museum) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/afterlife-museum/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # FMOD TECH DEMO [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/fmod-boss-showcase/) **Audio case file · Composition, Implementation · 2026 · GAME AUDIO** > Dark-fantasy boss fight audio system scored with adaptive music and gameplay-driven FMOD parameters. ## Facts - **Roles**: Composition, Implementation - **Year**: 2026 - **Engine**: Web - **Middleware**: FMOD - **Team**: Solo - **Platform**: Browser demo - **Timeline**: School project - **Status**: Completed ## Case file - **Outcome**: An adaptive boss-fight music system built in FMOD Studio, with a browser demo for controlling gameplay parameters. ## Demo Overview This demo presents a three-phase boss fight driven entirely by FMOD audio parameters. The boss advances through phases A, B, and C as its health drops, but the system also handles health recovery, allowing transitions in any direction between any phase. Two parallel events branch from the main fight: - **Flash Mob:** a horde of enemies spawns between phases — the fight can't progress until all are cleared. - **Special Mode:** a temporary power-up the player can activate for 30 seconds before the audio returns to the appropriate loop. At the end of each special event, the system evaluates which loop to resume, so the music never desyncs from the fight state regardless of what the player does. ## Technical Implementation The project was built in the classic FMOD Studio desktop editor but also implemented with the FMOD Studio Web API, making the full dynamic system testable in a browser without a native game build. Phase transitions, event branches, and return conditions are all mapped through FMOD parameters for clean, predictable behaviour. ## Result A complete adaptive boss pipeline — composition, bank export, runtime loading, event playback, and parameter control — running in the browser and responsive to any player-driven fight state. The individual musical phases are collected on the [Genesis soundtrack page](/en/project/genesis-fmod-demo/). ## Notes - Any phase, any order: The boss can move between phases A, B, and C in any direction — even regaining health — without desyncing the music. - Events that interrupt the flow: Flash mob hordes and temporary power-ups cut the main phase — the system picks which loop resumes after each special event. - From desktop to browser: Built in FMOD Studio desktop, then wired into the FMOD Web API so the full dynamic system runs in a browser without a native build. ## Links - [Try Interactive Demo](#fmod-boss) - [Download FMOD Source](https://drive.google.com/file/d/1kgkZ3VlRkiE_1NIYSUuTSrf43hViifxg/view?usp=sharing) - [Watch Demo](https://youtu.be/dXkrb0iK0wM?si=ZK8lNY4IzBlz_ZuP) - [HD video](https://youtu.be/dXkrb0iK0wM?si=ZK8lNY4IzBlz_ZuP) --- Interactive version : [/en/#project/fmod-boss-showcase](/en/#project/fmod-boss-showcase) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/fmod-boss-showcase/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Genesis TECH DEMO [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/genesis-fmod-demo/) **Original soundtrack · Original soundtrack · OSTs** > A boss fight soundtrack designed for an FMOD system with phases, branches, and gameplay parameters. This soundtrack was composed for my 2026 music-design tech demo built in FMOD. The demo illustrates a boss fight in three phases (A, B, C), each of which can branch off toward other events depending on the player's or the enemy's actions. The main phases are tied to the enemy's health: a drop in health progressively triggers the three associated pieces of music, but the system also accounts for an indeterminate health regain. It is therefore possible to go from any phase to any other, in any direction. On top of this phase system, each phase can lead to parallel branches tied to special events, such as the flash mob phase: it is triggered by the enemy between each phase and represents a horde of enemies sent at the player. The next phase only triggers once every enemy is dead. There is also the Special Mode: a bonus the player can activate, granting extra power for exactly 30 seconds. At the end of each of these special events, a condition decides which loop to return to. The system therefore covers every possibility, letting the combat designer take full advantage of the music and the combat system. The [interactive case file](/en/project/fmod-boss-showcase/) presents the implementation and lets you test this adaptive system in the browser. ## Tracklist 1. [GENESIS BOSS pt. 1 [Intro & Phase 1]](/media/genesis-fmod-demo/audio/genesis-boss-pt-1-intro-phase-1.ogg) 2. [GENESIS BOSS pt. 2 [Boss Shielded]](/media/genesis-fmod-demo/audio/genesis-boss-pt-2-boss-shielded.ogg) 3. [GENESIS BOSS pt. 3 [Phase 2]](/media/genesis-fmod-demo/audio/genesis-boss-pt-3-phase-2.ogg) 4. [GENESIS BOSS pt. 4 [Player Special Mode]](/media/genesis-fmod-demo/audio/genesis-boss-pt-4-player-special-mode.ogg) 5. [GENESIS BOSS pt. 5 [Phase 3]](/media/genesis-fmod-demo/audio/genesis-boss-pt-5-phase-3.ogg) 6. [GENESIS BOSS pt. 6 [Boss Defeated]](/media/genesis-fmod-demo/audio/genesis-boss-pt-6-boss-defeated.ogg) ![Genesis FMOD demo cover](/media/genesis-fmod-demo/fmod.jpg) --- Interactive version : [/en/#project/genesis-fmod-demo](/en/#project/genesis-fmod-demo) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/genesis-fmod-demo/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Afterlife Museum [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/afterlife-museum-2/) **Original soundtrack · Original soundtrack · 2026 · OSTs** > A woody, magical soundtrack for a platformer made in one month at ISART. ## Facts - **Year**: 2026 - **Engine**: Unity - **Middleware**: FMOD - **Team**: 10 - **Platform**: PC & Android - **Version control**: Git - **Timeline**: 1 month Afterlife Museum is a platformer project developed at ISART in one month. We play a wooden puppet wandering through a cabinet of curiosities filled with strange objects. This pitch was precious for defining the soundtrack's direction. The character we play, through his origin and his movements, inspires a mischievous, magical temperament... while the cabinet inspires wooden textures and instruments, which dominate this soundtrack. I start with mickey-mousing that follows the puppet's movements, using short, unpredictable notes and dissonant chords for the strange side, with heavy inspiration from the experimental music of Boulez, Jerskin Fendrix (Poor Things), and Jörg Widmann (Fantasie for clarinet solo). The second track continues with the same woody sonorities (clarinet, bassoon, oboe) but stabilizes in complexity. In the menu, the notes are simpler, the dissonances disappear, the rhythms are more predictable, creating a "safe place" for the player — a spot to suspend the adventure. The third, finally, is the most magical of all. It represents the exploration through this cabinet, the discovery of all these strange and magical objects, drawing its inspirations from Imogen Heap and Ben Prutty. The [game-audio case file](/en/project/afterlife-museum/) gathers the gameplay, the sound design, and the implementation elements of the project. ## Tracklist 1. [Awakening](/media/afterlife-museum-2/audio/track-01.ogg) 2. [Everything Wood](/media/afterlife-museum-2/audio/track-02.ogg) 3. [Feel so Small](/media/afterlife-museum-2/audio/track-03.ogg) ![Afterlife Museum soundtrack cover](/media/afterlife-museum-2/img-8484.png) --- Interactive version : [/en/#project/afterlife-museum-2](/en/#project/afterlife-museum-2) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/afterlife-museum-2/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Mouse Knight Original Soundtrack [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/mouse-knight-ost/) **Original soundtrack · Composition · 2024 · OSTs** > A five-track original soundtrack for Mouse Knight, mixing medieval fantasy textures with a lo-fi comic temperament. ## Facts - **Roles**: Composition - **Year**: 2024 - **Status**: Released ## About the soundtrack Mouse Knight tells the story of a cursed mouse-knight who sets out to find the king responsible for his curse and take revenge. The project plays on a simple but effective contrast: a tiny, almost fragile hero thrown into a medieval world far bigger than himself. This difference in scale gives the adventure its main tone, somewhere between heroic tale, fantasy threat, and the humor of a small character who refuses to be crushed by his own destiny. This score was written to feel like a tiny illustrated storybook: lutes and flutes keep the medieval surface, while tape-saturated drums and detuned synths give the world its slightly off-kilter, comic personality. Each track maps to a different emotional station of the adventure, from the opening fable to the final credit roll. The [complete game-audio case file](/en/project/mouse-knight-showcase/) covers the FMOD and Unity integration behind the score. ## Tracklist 1. [Once Upon A Time](/media/mouse-knight/audio/mus__OnceUponATime.ogg) — 2:21 2. [The Village](/media/mouse-knight/audio/mus_TheVillage.ogg) — 1:51 3. [Prison Break](/media/mouse-knight/audio/mus_PrisonBreak.ogg) — 3:15 4. [This Curse](/media/mouse-knight/audio/mus_ThisCurse.mp3) — 2:25 5. [End Credits](/media/mouse-knight/audio/End%20Credits.ogg) — 3:02 - [Listen on SoundCloud](https://soundcloud.com) --- Interactive version : [/en/#project/mouse-knight-ost](/en/#project/mouse-knight-ost) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/mouse-knight-ost/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # CuteVasion! [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/cutevasion/) **Original soundtrack · Original soundtrack · 2024 · OSTs** > A kawaii SHMUP soundtrack mixing 90s arcade references and future-bass energy. ## Facts - **Year**: 2024 - **Engine**: Godot - **Middleware**: FMOD - **Team**: 5 - **Platform**: PC - **Version control**: GIT - **Timeline**: 1 month CuteVasion! is a SHMUP made in one month by a team of 5 on Godot. The goal for the soundtrack was to recapture the spirit of kawaii soundtracks with dance inspirations from 90s SHMUPs (Parodius, TwinBee...). I drew from these games as a first inspiration before seasoning the whole with more future-bass references (YUKIYANAGI, Flume...). ## Tracklist 1. [CuteVasion Title Screen](/media/cutevasion/audio/cute-alien-title.ogg) 2. [CuteVasion Level Music](/media/cutevasion/audio/level-music.ogg) 3. [CuteVasion Boss Music](/media/cutevasion/audio/boss-music.ogg) ![CuteVasion soundtrack cover](/media/cutevasion/artworks-4inp9pdccamznhuf-t2zbfq-t500x500.jpg) ## Gallery ![Artworks 4inp9pdccamznhuf T2zbfq T500x500 2](/media/cutevasion/artworks-4inp9pdccamznhuf-t2zbfq-t500x500-2.jpg) --- Interactive version : [/en/#project/cutevasion](/en/#project/cutevasion) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/cutevasion/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Helena Rubinstein: The Box [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/helena-rubinstein-the-box/) **Audio case file · Composition · 2022 · OSTs** > Original music composed to picture for a Helena Rubinstein commercial film. ## Facts - **Roles**: Composition - **Year**: 2022 - **Status**: Commissioned work ## Case file - **Outcome**: An original piece of advertising music delivered on commission for Helena Rubinstein. - **Credits**: Original music: Arthur Kowskii-Croquebois. ## A music-to-picture commission In 2022, Helena Rubinstein commissioned original music from me for the commercial film *The Box*. My role covers the musical composition: the film, its images, and its edit remain the work of the brand and its production team. The format demands instantly legible writing. The music must follow the progression of a short edit, support the product's identity, and build continuity without turning the film into a standalone musical showcase. ## A collaboration distinct from PX50 This page stays separate from [Helena Rubinstein: PX50](/en/project/helena-rubinstein-px-50/) because the two commissions prove different things. *The Box* is synchronization and music-to-picture composition work. PX50 is a fifteen-minute suite written for an event, delivered in two weeks and then integrated into FMOD. ## Notes - Written for the film, not the shelf: An original piece of music composed for the brand film, not a library track added after the fact. - Follow the edit, don't cover it: The composition accompanies a short commercial edit and stays readable without overshadowing the product. - One commission leads to the next: This first collaboration sets up the PX50 commission from Helena Rubinstein in 2024. ## Links - [Watch the commercial](https://vimeo.com/1112967801) - [View the PX50 commission](#project/helena-rubinstein-px-50) ## Videos - [Hero](/media/helena-rubinstein-the-box/hero.webm) --- Interactive version : [/en/#project/helena-rubinstein-the-box](/en/#project/helena-rubinstein-the-box) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/helena-rubinstein-the-box/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Helena Rubinstein: PX 50 [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/helena-rubinstein-px-50/) **Original soundtrack · Original soundtrack · OSTs** > A fifteen-minute musical commission for Helena Rubinstein, designed to accompany the annual presentation of new products. Helena Rubinstein commissioned fifteen minutes of music from me for their 2024 annual event with L'Oréal Paris, built around an exclusive presentation of new products. The brief was clear: accompany the event with music able to evoke innovation, luxury, and the brand's history, without turning into mere corporate background music. I first composed a demo track of about three minutes to validate the artistic direction, then twelve additional minutes split into three parts: AVANT-GARDE, SCIENCE OF BEAUTY, and BIOTECH. The deadline was short — two weeks to compose, deliver, and prepare the playback — which demanded efficient writing and an instantly legible sound direction. The music was then integrated into FMOD to be played during the two days of the presentation. Above all, this project shows my ability to write to a brand brief under heavy time constraints while keeping a precise musical identity. This commission follows the music composed for the 2022 commercial film [The Box](/en/project/helena-rubinstein-the-box/), presented separately because it responds to a different format and different constraints. ## Tracklist 1. [AVANT GARDE](/media/helena-rubinstein-px-50/audio/01-avant-garde.ogg) 2. [SCIENCE OF BEAUTY](/media/helena-rubinstein-px-50/audio/02-science-of-beauty.ogg) 3. [BIOTECH](/media/helena-rubinstein-px-50/audio/03-biotech-2.ogg) ## Links - [View The Box commission](#project/helena-rubinstein-the-box) ![Helena Rubinstein PX 50 commission artwork](/media/helena-rubinstein-px-50/hr.webp) --- Interactive version : [/en/#project/helena-rubinstein-px-50](/en/#project/helena-rubinstein-px-50) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/helena-rubinstein-px-50/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Purgatorium [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/purgatorium/) **Original soundtrack · Original soundtrack · 2026 · OSTs** > A clinical, unstable soundtrack for a theatre performance staged at La Ménagerie de Verre. ## Facts - **Year**: 2026 - **Engine**: Qlab - **Middleware**: / - **Team**: 5 - **Platform**: Live - **Version control**: / - **Timeline**: 6 months Purgatorium is a theatre performance conceived by Alexia Vergès, staged in June 2026 at La Ménagerie de Verre. The project questions the institutionalization of care, the way the norm defines madness, and the violence of a psychiatric system that sometimes claims to heal through coercion. In a human-sized vivarium, two characters drift across a wasteland and wait for a support group that never comes. Around them, the real testimonies of psychiatrized people slide the stage between documentary, hallucination, and an intimate closed-door love story. For this performance, Alexia Vergès commissioned five tracks from me. The first sets a simple, memorable theme, designed to introduce the wasteland atmosphere that runs through the whole piece. The second starts from an ambience recreated on the Korg Minilogue, before the entire sound is contaminated by an ambulance effect built with a frequency modulation that rises and falls. The third is composed solely from electrocardiogram samples. The idea was to make the soundtrack exist between musical motif, medical signal, and unstable matter, as close as possible to the project's clinical and mental tension. ## Tracklist 1. [LA PREMIERE PISTE (from the Purgatorium performance)](/media/purgatorium/audio/archive-purgatorium-v2.ogg) 2. [LA DEUXIEME TRACK (from the Purgatorium performance)](/media/purgatorium/audio/purgatorium-musique-pt-1.ogg) 3. [LA TROISIEME TRACK (from the Purgatorium performance)](/media/purgatorium/audio/purgatorium-calin-de-l-ange.ogg) 4. [LA QUATRIEME PISTE (from the Purgatorium performance)](/media/purgatorium/audio/old-ange.ogg) 5. [LA CINQUIEME PISTE (from the Purgatorium performance)](/media/purgatorium/audio/musique-02-tonerre.ogg) - [Listen on SoundCloud](https://soundcloud.com/kforkowskii/sets/purgatorium-1) ![Purgatorium soundtrack cover](/media/purgatorium/cover-purgatorium.webp) --- Interactive version : [/en/#project/purgatorium](/en/#project/purgatorium) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/purgatorium/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Heroes of Might and Magic — Trailer Re-score [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/heroes-of-might-and-magic-rescore/) **Audio case file · Composition · OSTs** > An original orchestral composition written to picture over an existing Heroes of Might and Magic trailer. ## Facts - **Roles**: Composition - **Status**: Unofficial study ## Case file - **Outcome**: A music-to-picture study demonstrating orchestral composition and synchronization over an imposed edit. - **Credits**: Original replacement music: Arthur Kowskii-Croquebois. Trailer footage and Heroes of Might and Magic belong to their respective rights holders. ## A trailer re-score This study starts from an existing *Heroes of Might and Magic* trailer over which I composed a new piece of orchestral music. The edit and the footage are not mine. My work consists solely in offering another musical reading of the sequence. The frame is different from a commercial commission: no client entrusted me with this brief and the project remains unofficial. Its value for the portfolio lies elsewhere. It shows my ability to write within an imposed duration, to synchronize musical articulations with the picture, and to build a dramatic progression without touching the edit. ## Why this is not a sound redesign The sound effects and the whole audio landscape were not recreated. Presenting this video as a sound redesign would therefore overstate my role. The accurate term is **re-score** or **music-to-picture study**. ## Notes - Replace the music, keep the edit: Only the music was replaced — this is not a sound redesign of the trailer. - Score to an imposed cut: The composition must align its changes with an edit and a dramatic progression that are already set. - Unofficial by design: The exercise is unofficial and claims no rights over the footage or the franchise. --- Interactive version : [/en/#project/heroes-of-might-and-magic-rescore](/en/#project/heroes-of-might-and-magic-rescore) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/heroes-of-might-and-magic-rescore/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Good Egg Galaxy — Orchestral Arrangement [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/good-egg-galaxy-arrangement/) **Audio case file · Arrangement · OSTs** > An orchestral reinterpretation of the Good Egg Galaxy theme from Super Mario Galaxy. ## Facts - **Roles**: Arrangement - **Status**: Unofficial arrangement ## Case file - **Outcome**: A standalone orchestral cover that demonstrates arrangement work without confusing it with an original composition. - **Credits**: Arrangement, orchestration and production: Arthur Kowskii-Croquebois. Original theme and Super Mario Galaxy belong to their respective authors and rights holders. ## A reinterpretation, not an original composition This project is an orchestral cover of *Good Egg Galaxy*, a theme from *Super Mario Galaxy*. The melody and the original work are not mine. My contribution lies in rewriting the accompaniment, the orchestration, the timbre choices, and the production of this new version. The piece shows another facet of my musical work: starting from instantly recognizable material, respecting its identity, then building a personal interpretation without blurring the question of the original author. ## What the arrangement demonstrates The main constraint is to give the cover a reason to exist. Replaying the theme with more instruments is not enough; the orchestration must bring a trajectory, contrasts, and a color of its own to this version. ## Notes - Keep the melody, change the clothes: The original theme is preserved; my work focuses on the arrangement, orchestration, and production. - Make it mine: Instrumentation and dynamics choices carry the piece into a personal orchestral language. - Credit where it's due: This unofficial cover claims no ownership over the original composition or the Super Mario universe. ## Links - [Watch on YouTube](https://www.youtube.com/watch?v=scEf8xQHuVc) --- Interactive version : [/en/#project/good-egg-galaxy-arrangement](/en/#project/good-egg-galaxy-arrangement) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/good-egg-galaxy-arrangement/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # LogicKeyboard for Reaper [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/logickeyboard-for-reaper/) **Technical case file · Implementation · 2025 · TECH** > A Lua/ReaScript that turns the computer keyboard into a MIDI input device for REAPER — notes, octave shifts, and mod wheel without any external controller. ## Facts - **Roles**: Implementation - **Year**: 2025 - **Version control**: Git - **Language**: Lua / ReaScript - **Host app**: REAPER - **Status**: Completed ## Case file - **Workflow result**: A computer keyboard that plays notes, shifts octaves, and drives the mod wheel through a single activation toggle. - **Context**: Quick MIDI entry for sketching, sample triggering, and portable workflows without a physical MIDI keyboard. ## Problem Sketching a melody or triggering samples normally requires a MIDI keyboard within reach. On the go, on a laptop, that is not always possible — and setting up extra hardware just to test an idea breaks the workflow. ## What the script does LogicKeyboard turns the computer keyboard into a MIDI input device for REAPER: keys play notes, dedicated shortcuts shift the octave, and the mod wheel stays reachable. The script ships in both QWERTY and AZERTY layouts, and a toggle starts or stops it without leaving the workflow. ## Why it matters This is the classic case of a small tool removing real friction: a MIDI keyboard stops being a prerequisite for capturing a musical idea. The Logic Pro-inspired workflow fits naturally into REAPER habits, and the script remains a single file to import into the Action List. ## Links - [GitHub](https://github.com/arthurkowskii/LogicKeyboard_for_Reaper) ## Videos - [Hero](/media/logickeyboard-for-reaper/hero.webm) --- Interactive version : [/en/#project/logickeyboard-for-reaper](/en/#project/logickeyboard-for-reaper) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/logickeyboard-for-reaper/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Youtube to Reaper [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/youtube-to-reaper/) **Technical case file · Implementation · 2024 · TECH** > A Lua/ReaScript workflow that imports audio from a copied YouTube or SoundCloud link directly into a REAPER session. ## Facts - **Roles**: Implementation - **Year**: 2024 - **Version control**: Git - **Language**: Lua / ReaScript - **Host app**: REAPER - **Status**: Completed ## Case file - **Outcome**: Reduced friction when pulling online references or samples into an active session without breaking creative flow. - **Workflow result**: Turned a multi-step download, convert, import, and cleanup process into a single REAPER action. - **Context**: Clipboard-driven audio import helper for fast reference gathering and sampling sessions. ## Problem When I am working in REAPER, grabbing a quick reference from YouTube or SoundCloud usually means leaving the session, downloading the file, converting it if needed, then importing it back into the project. That is too much friction for a task that often happens while comparing ideas or building a temporary reference track. ## What the script does The script reads the latest supported link from the clipboard, starts the download in the background, shows progress, imports the resulting audio into the current REAPER project, and removes temporary files after the import. The useful part is not just the download. It is the fact that REAPER stays responsive while the task runs. ## Why it matters This is a small utility, but it shows the kind of technical work I care about: removing boring steps from audio production without asking the user to change tools. A good workflow script should disappear once it has done the job. ## Links - [GitHub](https://github.com/arthurkowskii/Youtube_to_Reaper#) - [Gumroad](https://arthurkowskii.gumroad.com/) ## Gallery ![A0](/media/youtube-to-reaper/A0.webp) ![Screenshot 2025 08 31 204445](/media/youtube-to-reaper/Screenshot%202025-08-31%20204445.png) ![Screenshot 2025 08 31 204646](/media/youtube-to-reaper/Screenshot%202025-08-31%20204646.png) ## Videos - [Hero](/media/youtube-to-reaper/hero.webm) --- Interactive version : [/en/#project/youtube-to-reaper](/en/#project/youtube-to-reaper) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/youtube-to-reaper/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Starting Grid for Reaper [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/starting-grid-for-reaper/) **Technical case file · Implementation · 2024 · TECH** > A Lua/ReaScript cleanup tool that moves selected media items to the start of their tracks while preserving order and avoiding collisions. ## Facts - **Roles**: Implementation - **Year**: 2024 - **Version control**: Git - **Language**: Lua / ReaScript - **Host app**: REAPER - **Status**: Completed ## Case file - **Outcome**: Converted a repetitive manual arrangement task into a predictable one-action cleanup pass. - **Workflow result**: Made scattered media selections easier to organize before editing, exporting, or reviewing. - **Context**: Session cleanup helper for dense sampling, editing, and sound-library preparation workflows. ## Problem Long sampling sessions can leave useful items spread across a wide timeline. Before editing or exporting, I often need the same boring cleanup pass: move selected items to the beginning of their tracks, keep multiple items from the same track in sequence, and avoid placing new material on top of existing material. ## What the script does Starting Grid takes the selected REAPER items, checks which track each item belongs to, and places them at the start of their respective tracks. If multiple selected items share a track, they are arranged sequentially instead of stacked on top of each other. If something already exists at the beginning of a track, the script places the moved item after it. ## Why it matters The tool is intentionally narrow. It does not try to become a full session manager. It solves one recurring production problem quickly, which is exactly where small audio tools are strongest. ## Links - [GitHub](https://github.com/arthurkowskii/StartingGrid_for_Reaper) - [Gumroad](https://arthurkowskii.gumroad.com/) ## Gallery ![A1 Starting Grid](/media/starting-grid-for-reaper/A1_starting_grid.png) ## Videos - [Hero](/media/starting-grid-for-reaper/hero.webm) --- Interactive version : [/en/#project/starting-grid-for-reaper](/en/#project/starting-grid-for-reaper) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/starting-grid-for-reaper/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Colors [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/colors/) **Technical case file · Implementation · 2026 · TECH** > A free Windows color picker that helps colorblind people identify colors on screen — noise-rejecting sampling and a human color name. ## Facts - **Roles**: Implementation - **Year**: 2026 - **Version control**: Git - **Language**: C# / Avalonia - **Host app**: Windows / macOS - **Status**: Completed ## Case file - **Workflow result**: One click on a color copies its hex code alongside its human name to the clipboard. - **Context**: Desktop application with installer, system hotkey, and tray presence, built in C#. ## Purpose This app was made to help me analyze colors on my screen as a colorblind person, whether for work or personal projects. ## What the app does Colors is an installable Windows color picker, opened with the Win + Ctrl + Alt + C hotkey. One click copies a hex code together with the color's name to the clipboard. The app does not trust a single pixel: it samples an 11x11 area around the cursor, rejects the furthest 20 percent of pixels as noise, then averages the rest before naming the color. ## Links - [GitHub](https://github.com/arthurkowskii/Colors) ## Videos - [Hero](/media/colors/hero.mp4) --- Interactive version : [/en/#project/colors](/en/#project/colors) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/colors/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # AMEN_MINI [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/amen-mini/) **Technical case file · Hardware design / Firmware · 2026 · TECH** > Compact standalone sampler derived from AKOR_01 — Teensy 4.1, SGTL5000 audio codec, microSD sample playback, 21 MX switches and 7 encoders. ## Facts - **Year**: 2026 - **Platform**: Standalone hardware - **Version control**: Git - **Timeline**: 2026 — ongoing - **Language**: C++ - **Host app**: KiCad - **Status**: WIP ## Case file - **Outcome**: A standalone instrument in active development: the goal is a compact, playable sampler designed end to end — PCB, C++ firmware, and physical interface. - **Context**: Teensy 4.1, SGTL5000 codec, microSD, MX switches, EC11 encoders ## Project Overview AMEN_MINI is a compact standalone sampler derived from AKOR_01. The goal: a self-contained, playable instrument designed end to end — PCB, embedded C++ firmware, and physical interface. The core is a Teensy 4.1, with an SGTL5000 audio codec, sample playback from a microSD card, 21 MX switches, and 7 EC11 encoders. ## Hardware - **Teensy 4.1**: microcontroller running the audio and the interface - **SGTL5000 codec**: audio conversion and output - **microSD card**: sample bank read directly from the card - **21 MX switches**: sample triggering and selection - **7 EC11 encoders**: parameter navigation and editing ## Firmware The firmware is written in C++ with the Teensy Audio library: sample streaming from the microSD, scanning of the switch matrix and encoders, and routing to the SGTL5000 codec. ## What this project proves This project covers the full chain of an instrument: PCB design in KiCad, embedded C++ audio, and standalone instrument design. It is still in active development, and it is exactly the kind of technical work I care about: concrete, playable tools where I control every stage. ## Links - [GitHub Repo](https://github.com/arthurkowskii/AMEN_MINI) ## Gallery ![Blueprint 01](/media/amen-mini/blueprint_01.png) ![Blueprint 02](/media/amen-mini/blueprint_02.png) ![Real 01](/media/amen-mini/real_01.jpg) ![Real 02](/media/amen-mini/real_02.jpg) ## Videos - [Assembly](/media/amen-mini/assembly.mp4) --- Interactive version : [/en/#project/amen-mini](/en/#project/amen-mini) · [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/project/amen-mini/) Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/) --- # Interactive demo — FMOD TECH DEMO [Home](/en/) · [Projects](/en/projects/) · [Bio](/en/bio/) · [Version française](/fmod-boss/) **FMOD · WebAssembly · 2026** > Dark-fantasy boss fight audio system scored with adaptive music and gameplay-driven FMOD parameters. ## Interactive demo [Run the demo in the browser](/en/#fmod-boss) ## Full case file [FMOD TECH DEMO](/en/project/fmod-boss-showcase/) --- Contact : [contact@kowskii.com](mailto:contact@kowskii.com) · [Résumé (PDF)](/documents/CV_ArthurCroqueboisKowskii.pdf) [X](https://x.com/kforkowskii) · [LinkedIn](https://www.linkedin.com/in/arthur-kowskii-croquebois-30083b1b3/) · [GitHub](https://github.com/arthurkowskii) · [Bluesky](https://bsky.app/profile/kforkowskii.bsky.social) · [Instagram](https://www.instagram.com/kforkowskii/)