OPEN ORCHESTRA RECORDING SESSION – December 1st, 2025

Open Orchestra Recording Session

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My dear composers,

on December 1st, 2025, we are having another shared recording session with our trusted partners of the Budapest Art Orchestra.

Over the last 15 years we have enjoyed a working relationship, professional workflow and friendship with the whole team of dedicated musicians.

Many soundtracks have been brought to life with these wonderful musicians.

 

When: December 1st, 2025

Where: Budapest, Hungary

How does it work?

You write the music. After that you can simply send over a mockup of your music and midi files.

We will take care of the rest. You will receive finished recording files that you can drag into your DAW and replace the samples with.

A finished mix is also possible. Just let us know.

 

Are you interested?

Contact me directly at: christian.wirtz@dynamedion.com

Orchestra recorded in Budapest during one of our open sessions. Mixed by Dynamedion.

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

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MUSIC FOR BRAWL STARS CHARACTER DRACO

Music for Brawl Stars Character Draco

Composing the theme music for Draco in Brawl Stars

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Project: Brawl Stars

Client: Supercell

We Did: Music Composition • Music Production

 

To celebrate the new Brawl Stars game character “Draco”, Dynamedion teamed up with Metalverse/Musical Bits to create a heavy metal in-game soundtrack called “Draco’s Flames”.

Draco, the new game character in the multiplayer mobile game Brawl Stars with over 1 billion downloads, is the game’s first legendary Brawler to wield a guitar and with Draco’s love for heavy metal, extreme sports and “Dungeons & Dragons”, the in-game soundtrack “Draco’s Flames” is the perfect musical accompaniment. The song was written by Dynamedion’s Armin Haas and was then fully produced with help of Musical Bits’ AI driven composing and production tools.

Draco’s Song

Pierre Langer, Co-Founder of Dynamedion, says:

“Game music has its own unique value, that strongly links the players emotions to the gaming experience. So, creating an original song for Draco as an ingame character was really exciting. In the past 25 years, we have created quite a few virtual bands for games, but always analog to digital. This time, we had the exceptional chance to get to a new level of immersion, by creating AI powered instrumentalists, playing their instruments like a musician would in real life, while being completely virtual.”

Stefan Schmidt, Metalverse and Musical Bits CEO, comments:

“Musical Bits’ Production Assistance Tools have been used to generate Drumbeats, Rhythm Guitars and Choirs based on the composition of Dynamedion Composer Armin Haas. Given the song structure, the chords and the fully produced medieval instruments, Drums, Guitars and Choirs have been generated automatically out of AI models that have been trained, annotated and developed by musicians of the Musical Bits team over the last 2 years. The lead vocals have been recorded and produced “old-school” by a real singer singing with his real voice.
Drako was interpreted as a young metalhead, enthuthiastic about metal in general and his own guitar in particular. There is not too much dynamics in this stay of metal, it is just about fast and faster, loud and louder and high and higher, and we tried to push composition, melodies, vocals and production in this very positive “over-the-top”-attitude that is the definition of powerful heavy metal. Draco is pure power metal! Together with the heroic, 100% human made lead vocals, Draco’s Flames is a great example of how technical tools can help to bring a great human composition to full production readiness  – Have no Fear, Draco will be near!”

Armin Haas, Dynamedion Composer, adds:

“For me as a composer, it is vital that the creative part of a composition stays human, even if the result is designed to appear in a 100% digital computer game. Draco’s Flames reveals its own very special energy with the interaction of men and machine and the result is fantastic.”

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

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Dreams

With their lastest highly-anticipated release, Media Molecule makes Dreams come true. This counts for the players as well as for us, as we were involved in the development of this beautiful game.

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Project: Dreams

Client: Media Molecule

We Did: Additional Sound Design, Audio Integration

 

We were mainly responsible for the internal sound library creation, recording and implementation of the sounds within the dreams universe – players can use those sounds to create their own soundscapes, music compositions, complex sequences and many more, which is pretty unique and elevates the player to be his own creative audio director. A lot of the sound sources provided in the game are based on our famous BOOM Library. These sound collections formed the foundation of our work and can even now be used by all players in Dreams to create their own unique sound universe. To provide a close hub to our Media Molecule friends in Guildford we involved our UK-partner The Noiseworks. We can’t wait to see and especially hear what players across the whole globe will create with Dreams.

Dreams is now available in the PlayStation Store.

Our involved team:
Outsource Lead Sound Designer: David Philipp
In-Game Library SFX: David Philipp, Byron Bullock, Felix Diekhake & Michael Schwendler
Implementation: David Philipp & Severin Schwarz

Are you also interested in working together with Dynamedion? Check out our services and tell us more about your project!

 

BLUE BYTE’S CHAMPIONS OF ANTERIA WITH MUSIC BY DYNAMEDION

The skill is to create a composition that thrills your listeners and generates an incredible sound atmosphere. Come with us on our journey into the wonderful world of “Champions of Anteria” and we will shed some light on our work on the new game.

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We had the pleasure to be a part of the epic real-time spectacle and worked on the new “Champions of Anteria” (UBISOFT / BLUE BYTE) tactical RTS game with orchestra, choir, soloist recordings and music compositions.

It is always exciting to plunge into new worlds of games and to generate a remarkable sound atmosphere. Working with UBISOFT / BLUE BYTE again was a wonderful experience. We worked with a great musical concept that was developed by the BLUE BYTE Audio Department under direction of Audio Director Stefan Randelshofer – more on that below. We also gratefully acknowledge the collaboration with the Budapest Scoring Symphony Orchestra in Hungary that surpasses our expectations consistently and implements our work in a wonderful kind. Our founder and lead composer Tilman Sillescu talks about our work in the new game “Champions of Anteria” and the result of an exciting project:

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WHAT WAS THE INTENTION BEHIND THE SOUNDTRACK?

“Our intention was to emotionally draw the player into the wonderful game world of “Champions of Anteria” with the help of our music and to make the game experience more intensive with a beautiful soundtrack. Moreover it was very important to us to support the flexible game system musically. Music can achieve a lot in a video game – also in regards of the game structure. But the most important aspect is that the music can simply flow inside of a game system. Thereby it makes the player feel like he is in a conclusive game world.”

 

HOW DID YOU MANAGE THE TASK?

“The excitement was to find a fresh and unique basic sound for the new game. For “Champions of Anteria” we appreciate to represent the medieval setting musically. Usually we break the task intuitive, in case of this game we stress the new interactive system to accompany the new and flexible game system optimally.”

 

WHERE ARE THE TRACKS BEING USED WITHIN THE GAME?

“CoA uses an highly interactive music system that adapts to the player’s choices and experiences in a unique way; every champion is represented by a solo instrument, or a group of instruments: brass for the Knight, choir for the Monk, woodwinds for The Archer etc. So, depending on which Champions you take with you, the arrangement of the music changes, forming evermore combinations – a fascinating concept!

We were mainly responsible for the base-tracks that were used for the start-up phases. Here, the overall intensity of the music gradually builds up as you progress through the game – so the music serves both to represent the events on screen as well as a reward for the successful player. The “menu” tracks we did add a nice extra twist: when you switch to the main menu while playing, the music is reduced to one or two solo instruments.”

 

WHERE THERE ANY CHALLENGES TO MASTER?

“Like I said, the music becomes more intense as you progress through the game. In the first and very calm levels we wanted a very barren and placid music that especially supports the beautiful nature settings. The levels develop to a very crowded and lively village daily routine with a lot of residents. Here we have represented musically the buzzing rural activities with often nearly dancing maddish rhythms. It was a great challenge for us to accompany the gradual boost of intensity in the game musically.”

 

WHAT DID YOU LIKE MOST ABOUT THE WORK?

“The best thing for me personally is always the phase in which our music is implemented and live recorded by the soloists and the orchestra. That was particularly important and intensive in this project because our soundtrack was created very orchestral but frequently enriched by lovely solos of historical instruments. It is always great to see how the musicians fill our compositions with their personality and the music makes the decisive step into analog life. A fact that Ubisoft always emphasizes.”

 

ARE YOU SATISFIED WITH THE RESULTS?

“Sure, definitely – and of course I hope our mix of emotional orchestral music and historical-medieval atmosphere pleases the “Champions of Anteria-fans” just as good as us.”

Tilman Sillescu (Creative Director, Dynamedion)

Our composer Henning Nugel created the music for the Champions of Anteria Demo Trailer. Take a look and listen:

We are always thankful for great collaborations like this and we are really looking forward to new and exciting projects. Show us your world and we will fill it with our music philosophy. We give you a hand and support your project with music composition, live recording, sound design or audio direction. Just check out our services and tell us more about your next project:

WE ARE EN ROUTE, MEET US IN PERSON TO CHAT ABOUT GAMES, MUSIC & SOUND

We travel around the world to meet our customers and to get in direct touch with them.

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This year we visited different events and had some very nice and productive conversations. Check out where we were this year and meet us at an upcoming event.

 

Of course we will be at the gamescom  in Cologne (Germany) from the 17th to the 21th of August and we are really looking forward to seeing you!

 

Das Logo ist ein international geschütztes Warenzeichen. Das Nutzungsrecht für Journalisten ist auf die Berichterstattung über diese Messe beschränkt. Form und Farbe dürfen nicht geändert werden. 
The Logo is an international trademark. Journalists are granted a limited right to use it for the coverage of this Trade Fair. Neither form nor colour may be altered. JPG angelegt im CYMK Farbraum

 

If you want to meet us – get in touch with us!

INDIE DEVELOPERS PROGRAM – WE CLEAR THE WAY FOR YOUR OWN HIGH CLASS MUSIC & SOUND

A low budget production doesn´t mean low quality. Dynamedion gives you a hand to realize your dream to implement your own AAA music and sound project.

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Setting foot in the media industry can be a risky mission. You need to juggle with the budget while trying to keep your desired level of quality. Often enough it’s a decision between the one OR the other. We want to give you both: superior quality at a fair rate. Having started as indies ourselves, we know how important a good start is. That’s why we started our “WE LOVE INDIES” program to support you with advise, special rates and AAA music & sound. With 15 years of music and sound experience, Dynamedion supports you in all your concerns. Founder and Managing Director Pierre Langer reveals why our Indie Developers Program is a matter close to his heart:

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“Indies are the heart and soul of the games and film industry. Innovation, crazy new ideas, cutting edge creativity and courage to revolutionize everything from scratch usually come from the indie side and not from the majors. That is why we love working with indie developers and producers as much as working on established AAA titles. It’s the two sides of this industry that makes our work more vibrant and exciting. With indies we can try out new things: we have a more direct handle to the final audio result and we can establish great personal relationships with people who live what they do.

Of course we are aware that the indie scene has different topics to handle and that budget plays an important role. We want to make sure that people are not scared by our track record, but inspired – that is why we started our „We Love Indies“ project: we want to work hands on on smaller projects, sharing our experience and offering an opportunity to have great audio even for smaller budgets. We are lucky enough to have a large and talented team that enjoys to work on all sorts of projects, so here we are: let us fall in love with your indie title!”

Pierre Langer (Dynamedion Founder and Managing Director)

RAIL NATION – STEAM OVER EUROPE WITH MUSIC COMPOSITION, SOUND DESIGN AND VOICE RECORDINGS BY DYNAMEDION

Full steam ahead! Dynamedion had the pleasure to work on the TV and online trailer for the new free online game “Rail Nation – Steam over Europe”.

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Dynamedion contributed music compositions (Alex Röder), sound design (Stefan Kemler) and voice recordings (Marvin Hartmann) by order of Virgin Lands, who among other things develop fantastic high-end 3D animations. Rail Nation (BRIGHT FUTURE / TRAVIAN GAMES) is a railway strategy game where all players from all over the world can go around to 50 realistic European cities. The new Rail Nation edition “Steam over Europe” contains authentic maps of Europe and shows the most beautiful settings with the most famous sights.

The new update shakes a leg! Enter to the fascination on rails and compete at the fight of regions against other players. Cities have to be supplied with goods and passengers have to be transported. But there’s more you have to do – the new mission is to plan the logistic of harbors and ships. Here, a good working relationship with other players is needed. The new Rail Nation update “Steam over Europe” puts an emphasis on great interaction and community features.

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“An enjoyable challenge by music compositions was to react to the different European countries shown in quick succession.”

Felix Diekhake (Project Manager)

Get yourself ready for some wonderful impressions and enjoy the trailer:

DYNAMEDION WINS TENCENT AWARD FOR “BEST GAME AUDIO CONTENT PROVIDER IN 2015”

Once again Dynamedion wins the wonderful penguin award from Chinese company TENCENT for “Best Game Audio Content Provider in 2015”! We are very proud to receive the awesome price a second time.

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TENCENT is among other things a world-class online game developer and operator, and is recognized as the largest online game community in China. Dynamedion had the pleasure to work on several projects with TENCENT. Our founder and managing director Pierre Langer about the great collaboration:

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“This 2015 TENCENT Audio Award means a lot to us. Since we started working with TENCENT three years ago, we won it twice which has been a great inspiration and motivation for our team. TENCENT is one of our most important clients worldwide, with great projects that give us the opportunity to show our full range of experience, services and creative approach. It is highly enjoyable to work with TENCENTS Audio Team, sharing the professional workflows and the common mindset we have about game audio. It is our goal to keep on improving the quality of this partnership so that we will continue doing great compositions, sound design and live orchestra recordings together.”

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Great collaboration, awesome projects and many beaming faces! What more could you expect? A big thank you goes to our customer TENCENT – by the whole crew. The award gives us power and inspiration for further projects!

PARADISE MEETS HELL: “DEAD ISLAND REVEAL TRAILER – TRIBUTE” WITH MUSIC PRODUCTION BY DYNAMEDION

In celebration of the new Dead Island Definitive Collection released on the 31th of May 2016 we had the pleasure to produce a new Dead Island Reveal Trailer.

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It is a tribute to the legendary Dead Island trailer which originally debuted 5 years ago. The official announcement trailer was published in 2011 and won a Gold Lion at the Cannes Advertising Festival in the category “Best Internet Film”. Down to the present day the video has been watched about 15 million times. Dynamedion worked on the new reveal trailer with music arrangement, music production and organized a wonderful team of professional musicians. The classical piano quintet charms its listeners with calm, melancholy and gently sounds. The tangent and sensitive melody is in the foreground and lends a distinctive character to the new trailer.

DEAD ISLAND developed by TECHLAND (Poland) and published by DEEP SILVER (Germany) is an action role-playing survival horror video game. The game’s atmosphere is remarkable – on a beautiful island called Banoi with white sand and a fabulous beach, the four main characters have to survive a plague that turned the other residents of the island into flesh-eating zombies. You have to fight your way through this horde of undead creatures and search for missing relatives, medication and foodstuff. You have only one aim: to survive!

The award-winning trailer and its extremely moving music, composed by Giles Lamb, have been reinterpreted in a wonderful video production by Eins Medien where the five musicians and their instruments serve as the canvas by projecting the video on them. The interaction between the projection, the instruments and the musicians is truly exciting. The musicians and the video were recorded in the studio Tonmeister in Mainz (Germany).

The musicians Kai Schumacher (Piano), Beril Sun (Violin 1), Tonja Demianenco (Violin 2), Amélie Legrande (Viola), Emanuel Wehse (Cello) and the seven–headed video team under the direction of Lukas Rinker did an amazing job bringing that awesome trailer to live. The new Dead Island Definite Collection contains enhanced editions of Dead Island and Dead Island: Riptide together with all previously published DLC and patches for the two games, as well as the newly introduced retro game Dead Island Retro Revenge. It is playable for PC, Xbox One and Playstation 4. The collection comes with many great features as for example an enhanced resolution with 30 frames per second and an overworked user interface for a consistent look between Dead Island and Dead Island: Riptide – and many more.

We don´t want to withhold the new Dead Island Reveal Trailer– Tribute anymore. Welcome to the holiday of your life. The dead never looked so alive:

If you want to learn more about Dead Island click here.

We want to say thank you to everybody who was involved in this great project. The collaboration was just wonderful.

Dynamedion provides additional music composition for “HITMAN”.

Dynamedion worked on the sixth assassination action with the legendary agent 47.

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Our team had the pleasure to work on this great project with additional music compositions. The AAA video game HITMAN (SQUARE ENIX / IO INTERACTIVE) is one of the best-known games currently on the market. It is an action-packed third-person stealth game that provokes your brainpower. We are also made the sound design for the incredible “HITMAN – World Exclusive Gameplay” trailer. Take a look: