We are game audio, interactive audio and adaptive music innovators. We build tools that help audio teams, sound designers, composers and game developers create and deliver aural experiences at peak performance. We aim to create the No.1 audio and music engine for all technologies, experiences and platforms.
What we do
Our main mission is to provide the best tools in the world for creating adaptive music and interactive sound design for video games. We do this by developing Elias 4. We also provide additional creative and technology services, like music composition, sound design, audio programming, audio direction and more.
We also follow a sustainability policy, that helps minimizing impact on the environment, and promotes social responsibility in the Workplace.
Who we are
We are a skilled team of composers, developers, designers and product owners based in Stockholm. All of us have a background in music, sound design or games. Currently we are six people working here and we are all co-founders and partners.
The seeds for Elias came to be in 2014 when composer and musician Kristofer Eng got to the end of the rope with how his and others music was being executed in video games.
He began working on a solution to the problem, asking for feedback from various game developers and several music professionals along the way.
The initial idea was a concept where the music would not simply be comprised of static loops or a few stems, but split up into layered parts in order to make it possible to really adapt the composition in real time.
Kristofer called in programmer and audio engineer Philip Bennefall who help him build and launch Elias 1. A new revolution in apative music for games.
Now... We are working on the forth Iteration of Elias. Not only will it have the best adaptive music solution in the world, it will also support an easy-to-use sound design solution