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JEREMY SCOTT OLSEN

music + sound + life

  • sound for games + interactive
  • music for games + interactive
  • sound for picture
  • scoring and composing
  • music recording and mixing
  • Current Page: blog
  • about me
  • resume
  • contact me
  • sound for games + interactive
  • music for games + interactive
  • sound for picture
  • scoring and composing
  • music recording and mixing
  • Current Page: blog
  • about me
  • resume
  • contact me
JEREMY SCOTT OLSEN
The logo for record label, distributor, and publisher Badself Media in icon form.
composing/songwriting / music / music recording

I started a record label.

I’m launching a micro-indie record label and I could really use your help!

  • April 10, 2023
Splash art for the video game Hare Runner. A somewhat cartoonified light brown rabbit with metallic, glowing blue ears and hind feet lunges toward a carrot. The game title, Hare Runner, is in bold aqua and light purple block letter, outined in black, across the bottom center.
game audio implementation / game music implementation / music / music for games

Game jam #3: cybernetic bunnies and killer veg

A bit on music audio implementation via Fmod and Unity in bullet hell video game Hare Runner, where as a cybernetic bunny you hunt the last remaining veggies.

  • February 7, 2023
inspiring / life

One last bit of Game Sound Con wisdom…

No matter how great a thing you think you can make on your own, you will always be able to achieve even more when you’re a part of the right team.

  • February 2, 2023
Glasses of beer held up in a toast.
industry insight / inspiring

Your sound design reel won’t buy you a beer.

Time for another inspirational big-idea reminder from Game Sound Con, something I used to struggle with myself: your skills and expertise can’t hire you.

  • November 17, 2022
Screenshot from Jeremy's explainer video on his proxy approach to testing a music intensity levels system in Wwise and Unreal.
game music implementation / music / music for games

A proxy system for testing music intensity levels

I wanted a simple way to experiment with interactive scores, implemented in Unreal and Wwise, that allows for things like changing combat intensity levels without actually having to build a game with NPC enemies, AI, etc.

So: a proxy system.

  • November 9, 2022
A bunch of game audio peeps after-hours at GameSoundCon 2022. Some great food and drink at Mezcalero. Good times.
inspiring / life / music for games / professional / sound for games

Urgency of now

I had a total blast at GameSoundCon 2022. Just a quick post to share a favorite bit of wisdom from those two days.

  • November 3, 2022
logo of Department of Demise, aLudum Dare 50 game jam video game
dialogue/ADR recording / music / music for games / projects / sound / sound design / sound for games

Play another awesome video game made in 3 days

I was audio lead on the Sleepy Donut team for another Ludum Dare game jam. A 3rd place in audio out of almost 2,000 submissions? We’ll take it!

  • October 23, 2022
#7DaysOfVGM Composition Challenge
composing/songwriting / music / music for games

#7daysofVGM take two: a different approach

For my second #7DaysOfVGM Composition Challenge, I treated all seven little pieces of music I wrote as if they were all part of the same video game score.

  • October 22, 2022
album art for Brent Faiyaz's album "Wasteland"
projects / sound / sound design / sound editing

Achievement unlocked: work on a chart-topping album.

I have now contributed to a chart-topping album. (Cue my expression of dumbfounded shock.) I supervised the creation of the skits on R&B singer Brent Faiyaz’s album Wasteland.

  • October 21, 2022
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