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Özgür Barış — 2026

Composer & Sound Designer.

Currently on Another Lap and Gun Master · Based in Türkiye

Cut to the chase.

I want to hear your music.

Games

Delivered Iron Nest key art
Sound Designer

Iron Nest

Did the sound design for Iron Nest, a heavy turret simulator, and implemented everything in FMOD. Lots of machinery, weapons, and impacts.

View details
Delivered Cop Bastard key art
Music Director & Composer

Cop Bastard

Composed and directed the music for Cop Bastard.

View details 3 tracks
In Progress Another Lap key art
Sound Designer & Composer

Another Lap

Composing the music and designing the sound for Another Lap, with implementation in Wwise.

View details
In Progress Gun Master key art
Sound Designer & Composer

Gun Master

Composing the music and designing the sound for Gun Master, with implementation in FMOD. Also did the Turkish localization.

View details 1 track
Delivered Bushy Man key art
Composer

Bushy Man

Wrote four character themes, one for each main NPC in the game.

View details 4 tracks

Hi, I'm Özgür.

I compose music and design sound for games. To me, audio isn't filler that sits behind the visuals; it shapes how a game feels.

I've been working with sound for over ten years. One day it's an orchestral piece, the next it's synth, ambient, or a hybrid of both. The point is figuring out what your game actually needs to sound like.

I'm also studying Philosophy and Biology at METU. Strange combo for a composer, I know, but it shapes the way I approach a piece.

Most of my job is listening. Figuring out what the game is, what it wants to feel like, and turning that into music and sound. That part I enjoy most.

Özgür Barış portrait

Before you ask

Why should I work with you?

Because you don't know my name, and I can't afford for you to forget it.

"Established" people have a reputation to hide behind. I don't. When you aren't the biggest, you have to try harder. Every note, every SFX, every implementation has to be my best work.

Do you use AI for music or sound design?

No. And never.

AI guesses what comes next from patterns. I pick what should come next based on what the moment needs. Everything I write is human-made, which also keeps you clear of copyright issues and platform rejections.

Do I need to know anything sound-related to work with you?

No. That's the whole point.

I handle music, sound design, and middleware integration myself. You don't have to learn audio tools or hire separately for each part. Focus on gameplay or marketing or whatever else needs your attention. I'll take care of the audio side.

Why do you insist on using FMOD or Wwise?

Because audio that doesn't react to gameplay is a missed opportunity.

These middlewares let me build audio that responds to what's happening in the game. Music shifts when a fight starts, ambience changes with the location, sounds layer based on intensity. It feels alive instead of looped.

What is an Audio Style Guide?

It's the document that keeps every sound in your game in the same family.

From UI clicks to combat hits, everything should feel like it belongs to the same game. That kind of consistency is what makes a world believable.

Can you handle different musical genres?

Yes.

Orchestral, synth, chiptune, ambient, folk, hybrids of all of these. I figure out what your game wants to sound like and write to that, not the other way around.

How long does the process take?

Depends on the scope. I match your roadmap, but I won't ship something I'm not happy with.

Tell me what you need and when, and I'll be honest about what's realistic.

How does pricing work?

I give you a total fee for the whole scope, not per minute or per sound effect.

Tell me what you need, how many tracks, how much sound design, whether middleware is involved, and I'll give you a number.

If it's a big project, we don't have to do everything at once. We split it into batches: you pick what the game needs most right now, we start there, and do the rest over time as the game progresses. You only pay for what's being worked on.

For each batch, payment is split 50/50: half upfront, half on delivery. For larger scopes, we use milestones instead.

What if I don't hear anything like my game's style in your portfolio?

I'll make you a free demo track.

If my portfolio doesn't cover the exact style your game needs, I'll compose a sample based on your references so you can hear what I'd actually deliver. No commitment, no cost.

What devs say

"

Creative, collaborative, and always open to feedback, he has brought the Iron Nest environment to life with his audio direction.

Nick — Founder, Iron Nest
"

Not only was Özgür a great help, but also the tips, process, and communication all were amazing. I'm honoured to have his work in the game!

Tim de Waal — Director, Bushy Man
"

Super chill, easy to talk to, and totally nailed the music I wanted.

targim — Developer, Cop Bastard
"

His dedication to his craft and the consistent quality of his work are truly impressive.

Chico Banks — Creator, Gun Master
"

Such a combo of skill, communication, self-reliance and collaboration is hard to come by.

Pat — Creator, Another Lap

Got a game that needs music and sound?

ozgurbarismuzik@gmail.com