Welcome to the Portfolio! Here can be found various works completed by PJ Belcher.
For notable Credits please click Here.
Martin Hollis – Creator of GoldenEye, Founder and Director of Zoonami:
“PJ has that oh-so-rare combination of craftsmanship and technical understanding. I don’t believe many composers can install an operating system on hardware that isn’t intended to run it, and I don’t believe many hackers can compose music in three genres and deliver sound design compatible with a game’s heart. He is also ambitious, energetic and aspires to the best work he can do.”
Chris Delay – Founder and Director of Introversion:
“PJ is an extremely talented professional audio designer and we are delighted with the work he provided for us…. the work he turned in was astonishingly well crafted.“
Richard Brooksby – Founder and Director of Otterly:
“PJ becomes a great team member, with a real understanding of the whole project that goes far beyond the audio. This makes him a great person to work with; you can trust him to come up with excellent contributions with little direction.”
Jehyeon Kim – CEO of Blissoft:
“Working with PJ was a wonderful opportunity and experience for us. Over the couple of months spent working on Rat Fishing (our latest iOS title), PJ showed great enthusiasm, passion and effort. His care and attention to every single detail definitely helped bring out the best in our work. PJ’s warm and friendly character made us feel very comfortable while he worked with us. We definitely look forward to working on our next project with PJ.”
PJ Belcher Pro Audio Featured in a ‘Behind the Scenes’ Documentary.
Game Trailer – Electric Tentacle.
In total 2 trailers were produced for the game, a 30s teaser trailer that largely featured gameplay and the one above. At 1:30 it included all of the game’s story elements and required largely bespoke trailer audio design and music.
Movie Trailer – 9.
This is a movie trailer for which I re-scored the entire soundtrack, including composition and sound design.
The music was scored, arranged and produced from scratch, merging the typical epic Hollywood sound with metal guitars and abstract synths.
The sound design came from a variety of my own recordings, sample libraries and synth programming. This was then coloured with large amounts of DSP to achieve the wanted sound.
The VO dialogue was supplied by Lindsay Abbot (http://www.lindsayabbottvoiceover.com/) which was then arranged and mixed by myself into the score.
The original trailer can be viewed here;
[Acker 2009] Focus Features.
Generative Music System – Subversion.
Subversion is the highly anticipated 5th game from Introversion. I worked with them designing the procedural music system now in game. Procedural game play is a large part of the game’s design, and the music system slotted in nicely.
“I hired PJ to produce music and sound effects for the “Subversion” game prototype, and the work he turned in was astonishingly well crafted. We worked together for several months on the project, during which time PJ developed a tense main theme in keeping with the high-tech-stealth nature of the game.
This was no ordinary game audio project though – each element of the track was played independently within the game engine, with its volumes linked to game properties such as suspicion, danger, curiosity. As the game progressed different elements of the music would fade up and take over, creating an audio environment that was always unique, and crucially gave the player subtle clues as to the state of the world and its inhabitants. As security guards became suspicious of your behaviour the music would shift to match that change, and the player would know instantly something was wrong. ”
- Chris Delay: Founder and Director of Introversion.
The video above shows Chris Delay demonstrating the system in some of it’s early stages. The music was produced by myself and is based on a series of pre-composed segments that interlace based on the games progression. This is then “flavoured” with a series of additional musical gestures that are directly related to the player’s interaction with the game, and the games reaction to the player.
Game Trailer – Rat Fishing.
I was asked to come on board as Audio Designer for this project and was given a great amount of freedom, something I didn’t neglect. The style of gameplay was a great base for Carl Stalling style arrangements and the real time music systems I’m becoming known for. New for this project though, I was given the opportunity to score music (and sound design) for an in game cut scene.
Game Trailer – Floe.
I produced all the music and sound design for the game, the trailer demonstrates some of this, although musical elements have been removed not to clash with the theme. An article I wrote on the audio development process can be read here.
This is the first scene from “Going! Going! Gosh!”, a cartoon from Warner Bros “Merrie Melodies” featuring Wile E. Coyote and Roadrunner (Jones, 1952)
I have completely re-composed the soundtrack to emulate the style of Carl Stalling, whilst maintaining an original score. The sound design is partly made up of original samples taken from other episodes, and partly my own construction.
This is an excerpt of the first 30 seconds of “Persona” from Swedish director Ingmar Bergman (Bergman, 1966). I have re-designed the entire soundtrack in a style completely different to that of the original, with the objective of still producing something fitting.
Most sounds heard are produced from materials found around the house, which I recorded, and then heavily altered to produce the sounds heard.
My SoundCloud profile can be found via the link for additional audio pieces.
My YouTube profile can be found via the link for additional visual projects.