We know your tools and pipeline – Unity, Unreal, or your custom engine. No matter what source control system you use or what you’re deploying your game to, we’re ready for it.
In the last five years, we’ve shipped dozens of games on mobile, web, Switch, PS4, Vita, Xbox One, HTC Vive and Oculus Rift for VR.
We’re a truly collaborative team, each bringing our strengths, passions and specializations to every project. We depend on each other, riff of each other’s ideas, and deliver exceptional results for our clients – at the same cost as a single person.
What we do
- Full service audio production
- Technical Sound Design / Implementation
- Sound Effects / Original Sound Design
We’ve worked with Level Curve on several projects in the past and had the absolute pleasure of working with them again on A Mortician’s Tale. They are a team made up of incredibly talented individuals, who are all professional, and worked quickly and efficiently within our schedule to help us bring our little game about death to life. I would absolutely recommend them to any game studio or indie developer.
Gabby DaRienzo, co-founder and artist
Laundry Bear Games
Level Curve is our go-to audio house. They have the talent, tools and knowledge needed to deliver awesome audio for our VR projects.
Kathryn Rawson, head of content
The Level Curve team worked with Reptoid Games to create a rich soundtrack, recorded by a live orchestra.
ServicesMusic Technical Sound Design / Implementation
Music composed & produced by Robby Duguay
Orchestration & piano versions by Trevor Alan Gomes
Percussion by Doug Perry
Sound design by Matt Miller
Featuring The Budapest Scoring Symphonic Orchestra
Character voices by Cathy Miller
Support for Level Curve by Halina Heron
Don’t Wake The Night
Lovers in a Dangerous Spacetime
Level Curve worked with the team at Asteroid Base to port the music and sound of Lovers from Unity to FMOD, and assisted with the port to the Nintendo Switch.
ServicesTechnical Sound Design / Implementation
Original music and sound design by Ryan Henwood
Adam Hines Kyle Dwyer
Solid Roots Studios
Save the Camp!
The Learning Partnership
World of Peppa Pig
Welcome to Wacken
Zoo Escape 2
Sibling Rivalry Games
Blasters of the Universe
VR bullet hell with variations on sounds based on modular blaster components, special attacks, and waves of different enemy types. Music by various artists, including some tracks from Level Curve.
ServicesSound Effects / Original Sound Design Music
Sound design + Music by Robby Duguay
Sound design + Music by Matt Miller
Sound design by Joel Walsh
VUSR (3D video CMS)
A Mortician’s Tale
Laundry Bear Games
Reptoid Games Walkin Games
Rocket 5 Studios Cartoon Network
Loud on Planet X
Golden Gear Games
Knight and Damsel
Laundry Bear Games
Graceful Explosion Machine
Following the excellent working relationship we had with Vertex Pop making We Are Doomed, all of the music, sounds and trailers for GEM were produced in-house at Level Curve. We worked with Vertex Pop, using their custom C++ engine to ship the first Canadian game on the Nintendo Switch.
ServicesFull service audio production
Music and sound design by Robby Duguay
We Are Doomed
Great Martian War
Make it Count
Jimmy Jimbo: Big Zoo Fun
Happy Hyper Productions
Robby Duguay is a game composer based in Toronto, Canada. He writes in a wide range of styles, and is known for his work on Graceful Explosion Machine, Fate Tectonics, The World of Peppa Pig, and We Are Doomed.
He also teaches Digital Sound for Games for the Sheridan College Game Design degree program. He credits his love for crafting game music to long hours spent in JRPGs and his technical music background to his time studying at Arts Canterbury in Ottawa. Today, Robby spends much of his time working closely with groups like the Toronto Media Arts Cluster, Gamma Space and Dames Making Games, and he is passionate about supporting a positive and respectful community for game developers.
Composer, Production Assistant
Halina Heron is a songweaver and occasional sound designer based in Vancouver, BC - known for haunting the soundtracks of The Yawhg, Moon Hunters, The Beginner’s Guide, and more recently, A Mortician’s Tale.
After experimenting with sound design on I Am Dead Where Are My Keys, Halina has since worked on Spoolside, The World of Peppa Pig, and the upcoming Don’t Wake the Night.
Technical Sound Designer
Matt is a composer and sound designer for games, film and TV, based in Toronto, Canada. His compositions are often sound design driven, calling on a range of source materials including analog and digital synthesis, electric and acoustic instruments, handmade devices and found sounds. His music and sound design have been used for background scores, promos and special effects for TV and film trailers in the U.S., Canada and across the globe.
Matt’s recent game projects include sound design and implementation for Secret Location’s VR bullet hell game, Blasters of the Universe; sound design and implementation for Reptoid Games’ action-adventure game, Fossil Hunters; and composer for Numizmatic’s upcoming action board game, Light Fingers.
Matt also teaches Game Audio Design as a part-time professor at the School of Media and Performing Arts at George Brown College. He continues to produce library music when time permits, most recently for the Universal Music/FirstCom imprint, Darkfly.
Jen has worked in various creative industries such as Radio, TV, Film and Video Games. She currently works as a freelance Sound Designer for Video Games. Recent game projects include the IGF-nominated A Mortician’s Tale and the upcoming action board game Light Fingers.
Jen also works as a mobile game Producer at Uken Games and a part-time professor at Sheridan College.
Jen is a lifelong Video Game, Comics, and Film fan and is interested in the way these mediums provide innovative experiences that can help push the boundaries of traditional storytelling. She is a proud member of Dames Making Games and an enthusiastic member of the Toronto games community.