# 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/)