FILE CS-02 / CASE STUDY / STRAY SOULS
Stray Souls — Co-Development, Solo Audio & the Cost of Shipping
For Stray Souls I delivered every sound effect in the game and over two hours of music. I was privileged to work with a personal hero and an industry giant, Akira Yamaoka — and I'd rather not reduce that collaboration to a who-did-what ledger. I edited every line of dialogue and even voiced certain characters, working alongside two genuinely talented contracted voice actors. I wrote the entire script from an unfinished, very rough story outline. And I learned Unreal Engine from scratch along the way, which culminated in designing two small maps for the game.
The game shipped in late October 2023. By early February 2024, I was a left below-knee amputee. This is the case study I wish someone had shown me first.
Project Snapshot
Publisher
Vs Evil (now defunct)
Game
Stray Souls — Third-Person Survival Horror (PC, PlayStation, Xbox)
My Role
Co-developer: narrative, two small maps, cutscene repair, full audio pipeline, voice direction & performance
Audio Scope
Every sound effect, over two hours of music, all dialogue editing, select character VO
Engine
Unreal Engine — learned on the project, start to finish
Timeline
April 2021 – October 2023
Guest Composer
Akira Yamaoka — guest composer for one level, "Aspen Falls", all music, fully remote
Soundtrack
Over two hours of original music
The Hook
I had already worked with a certain dev once on a project before Stray Souls. It reached a Feardemic showcase, blew up, and then collapsed — the team eventually sent a letter nullifying our involvement with that dev. A year later he came back with a Stray Souls prototype and asked me to join. I said yes, with conditions.
We got publisher funding, and all seemed to be going well until about halfway through, when things started breaking down on his end. Milestones slipped and he began to flake, so I did what I could to help finish the project and stay positive and motivated. Somehow the game got finished — but with it went my health, and I paid for it dearly with the loss of my leg.
The Challenge: Three Fronts at Once
Creative: A Game With No Script
The lead dev had a rough outline that covered roughly 30–40% of a finished story. I was handed that outline and told to stretch it into a game. So I wrote the entire script, beginning to end, from material that stopped well before the ending.
Technical: Learning Unreal Mid-Shipping
I was new to Unreal — not completely illiterate, but new. I learned it while shipping: audio implementation with no middleware, subtitle and localization systems, and the engine workflows the project needed. The certificates came later; the deadlines came first. When the lead dev started flaking out near the end of the project, I stepped up to flesh out some ending parts of the game, which culminated in designing two small maps and repairing certain cinematics that weren't working.
Physical: 12–16 Hour Days, Always On Call
Four hours of sleep. Fast food. Every evening and weekend for well over a year, with a single week of vacation. The symptoms started before that vacation. They did not stop.
Business: Scope Cuts After Approval
The script was approved without being read, then key gameplay and narrative beats were cut after the fact. Mocap had already been captured without narrative context, so I rebuilt a certain cutscene around what existed — camera work and audio instead of reshoots.
The Technique: One Person, Every Audio Role
Core method: No middleware, no audio team, no handoff. I owned the pipeline end to end — composition through implementation — which meant every fix was mine to make and every decision had a single owner. That is the actual value proposition of a solo audio director. It is also the reason the schedule was unsustainable.
| Discipline | What I Delivered | How | Constraint |
|---|---|---|---|
| Sound design | Every sound effect in the game | Designed, edited, and placed in-engine | Built and maintained the library solo |
| Music | Over two hours of original score | Composed, performed, produced, mixed | Akira Yamaoka scored the Aspen Falls level in full, remotely |
| Dialogue | Every line edited; select characters voiced | Edited all dialogue, directed, performed some roles | Two contracted VAs — I wrote and cut every line around them |
| Implementation | Entire audio integration | Unreal Engine audio, no middleware | Learned the engine while shipping |
| Localization | Text and subtitle implementation | Unreal subtitle/localization pipeline | Implementation only — not translation |
| Narrative | The entire script | Stretched a 30–40% outline into a finished story | Later cut down after approval |
| Maps | Two small maps, plus cutscene repair | Blockout through final, plus audio | Built late, to help finish the ending |
The Akira Yamaoka Collaboration
Akira was the guest composer for one level — Aspen Falls — and he delivered all of the music for it. Working with a personal hero and an industry giant was a genuine privilege, and I'd rather leave it there than turn it into a ledger of who did what.
The collaboration was entirely asynchronous and fully remote, running through the publisher. He was deep in Silent Hill 2 Remake and Silent Hill f at the time. Two people, opposite sides of the planet, no shared sessions, no middleware to bridge us.
What made it work was specificity. I sent him the level's intent — what the player should feel, where the silence needed to sit — rather than a temp track to imitate. He asked me for feedback on his material, which is not a thing I expected to be doing. Through translators, he told me he could feel the emotion in my guitar work.
What I'd change: I'd have pushed for a real review loop with the publisher removed from the middle, and I'd have documented the licensing terms in writing before a single note was written.
The Cutscene Repair
Mocap had been shot without narrative context. The result was a scene that didn't read — Daniel and Martha finding their father near the end of the game. With no budget for a reshoot, I fixed it in the edit: camera framing to hide what the performances didn't sell, and audio to carry the story the picture couldn't. Daniel trying to leave. Banging on the walls. The scene works now because the sound tells you what the actors weren't told.
The Result: What Shipped vs. What Happened
| Metric | Reality |
|---|---|
| Shipped | Released late October 2023 on PC, PlayStation, and Xbox |
| Audio delivered | Every sound effect, over two hours of music, all dialogue edited, full implementation |
| Aspen Falls score | Akira Yamaoka — guest composer, all music for the level, fully remote |
| Maps | Two small maps designed to help finish the ending, plus cutscene repair |
| Marketing content | ~20 social posts, ~4 videos, plus an alternate-lore story written for the deluxe edition |
| Publisher | Vs Evil — now defunct |
| Financial outcome | The studio never recovered its costs |
| Personal outcome | Left below-knee amputation, February 2024 |
The Physical Cost
I'm not going to dress this up as a badge. It's a warning label.
- ● 12–16 hour days, always on call
- ● ~4 hours of sleep, fast food as a food group
- ● One week of vacation — that's it
- ● Symptoms began before that vacation — foot pain, ignored
- ● Type 2 diabetes, unmanaged through the back half of production
- ● Launch: October 2023. Amputation: February 2024. Left leg, below the knee.
Audio production started well before publisher funding landed and never stopped until launch. The pipeline I was proud of — one person, no handoff, no middleware — is exactly the kind of pipeline that has no room for a human being.
My definition of crunch now: a solid eight-hour day, a one-hour lunch, regular exercise, clear timelines, and nobody on call at midnight.
That's not ambition erosion. That's the only pace that lets you still be doing this in ten years.
Aftermath: What Came Next
Still Building
Since launch I've been freelancing and still looking for steady work. Every project below was chosen with the new rules in place: defined scope, a written license, defined hours.
Perpetuo
Looped horror sound design with Nacho at Nightwolf Games. Taken on because I loved the game, not because the schedule demanded it.
Tellus & Ghosts in the City
Audio systems for Tellus, and mocap plus audio work on Ghosts in the City for Acid Pixel. Different studios, same discipline: solo ownership with agreed boundaries.
Trailer Work
Audio for the first two Transporter trailers — some music, sound design, and implementation.
Egregore (2025– )
My own project, started mid-2025. Prototype and demo nearing completion. This is the one where the lessons get applied from the first commit instead of the last.
Looking For
Steady audio direction, sound design, or narrative/level work with a team that plans in quarters instead of panic.
Start a Conversation →The Lesson That Changed Everything
Scope is a promise. Credit is a contract. Sleep is infrastructure.
- Write the script before the mocap. Performances shot without narrative context cost more to fix in the edit than the rewrite would have cost up front.
- Approval means nothing without a read. A signed-off document nobody opened is the same as no document.
- "We'll credit you properly" is not a contract. Licensing terms, payment schedule, and kill fees go in writing before work begins.
- Solo ownership is a strength, not a staffing plan. One person can own the pipeline. One person cannot absorb an infinite schedule.
- Symptoms are milestone data. The foot pain was a warning with months of lead time. I treated it as noise.
Media & Listening
"Red" — My Favorite Track From the Score
Early-2000s melodic nu-metal. I wrote it, sang it, and played every instrument except the final drum pass. If you want to know what my own voice sounds like when nobody is steering it, start here.
Soundtrack
Over two hours of my original score, plus Akira Yamaoka's full music for the Aspen Falls level. I retained the right to release my music separately, and the chronological assembly exists as one continuous listen.
Licensing or review copies available on request.
Stray Souls on Steam
Shipped October 2023. Publisher since defunct; the game is still out there.
View on Steam →Sound Library
The full Stray Souls SFX library is archived and maintained. If you're hiring for a horror project and want to hear range rather than a reel, this is the better sample.
Available for review on request.
Why This Matters for You
I've shipped a commercial horror game as the only audio person on it, while also writing the script and building maps. I know exactly where scope creep turns into physical damage — because I lived through the transition.
Every engagement now includes:
- ✓ Written scope with named deliverables
- ✓ Full, perpetual commercial licensing upon payment — unless otherwise agreed
- ✓ Milestone payments, not end-of-project promises
- ✓ Defined revision rounds and a change-order process
- ✓ A schedule that assumes a human being is attached to it
- ✓ Delivery format and license scope agreed before the first note
You get the same output. You don't get the casualty.