Hello Math, Sophia, and Amanda,

Welcome! 👋

I made this special page just for you as my pitch for Caroline’s Underworld.

Here, you’ll find:

  • A short overview of what I can bring to the project and how I can help enhance the game’s audio experience.

  • A selection of my works — including a few that aren’t featured on my main website — which I feel capture the tone and atmosphere of your game.

This page is private and meant only for your team, so please keep it within the group ^_^.

Thank you so much for taking the time to check it out — I’m genuinely excited about your project and would love to be part of its world! ✨

Where Our Worlds Align

  • When we talked, I could really feel how passionate you are about this game — and that energy is contagious. After experiencing the game myself and learning more about it, I’ve become just as excited, and I honestly can’t wait for the chance to work on it together.

  • I’ve always loved this kind of 2D RPG puzzle game — I’ve played so many of them — and seeing inspirations like Ib, Undertale, and Sea of Stars instantly made me feel at home.

  • I also adore the art style, the camera movement, and the overall atmosphere — everything feels so thoughtfully crafted and full of heart.

  • And of course, the story pulled me in right away. I’m genuinely looking forward to exploring more of this world and its mysteries.

  • I believe Caroline’s Underworld can shine even more with music that builds a rich, immersive atmosphere — and that’s exactly where my personal style and strengths lie as a composer.

  • You mentioned some classical music in your references, which immediately caught my attention. As a classically trained composer, I’m very comfortable writing in that style and can capture that emotional depth naturally.

  • That said, I also compose in a wide range of genres, which gives us the flexibility to explore different directions or even create a unique hybrid sound for the game.

  • If at any point we decide that live recording would elevate the score — especially for classical pieces — I have access to wonderful professional musicians and can arrange and cover the cost of those recording sessions myself.

  • On the sound design side, my focus is on world-building through sound — crafting ambient soundscapes that bring each area to life and give every region its own character.

  • I’m also experienced in the technical side of audio implementation. I know how to manage and integrate audio assets in Unity, and I can create advanced audio pieces like adaptive music systems (where the same piece evolves as the player moves or progresses) and real-time audio effects like environmental reverb zones.

  • As a composer and sound designer, I’ve worked on several game projects — including Feng the Taoist, a senior game from Pratt Institute — so I’m familiar with collaborative workflows and quick problem-solving in development environments. (I used to code, so I know how those surprise bugs go lol.)

What I Can Add to the Magic

Where the Audio Is Now — and Where It Could Go

As a starting point, I spent some time analyzing the current audio in the game. It already sounds quite nice and sets a fitting atmosphere. That said, I noticed a few areas where we could refine things further — and I’ve outlined some potential solutions we can explore together.

  • Problem: The music is a bit short and creates a brief silence between repeats. This makes the loop more noticeable and can become distracting after multiple repetitions.

  • Potential Solution: Create a seamless loop for the music and consider using adaptive music to add variety over time. Adding an ambient soundscape underneath would also help fill the space and prevent any abrupt silence between loops.

  • Problem: The dialogue SFX repeats too frequently, which can feel tiring during longer conversations.

  • Potential Solution: Either make the dialogue sound more subtle so it blends naturally, or add multiple variations (similar to Animal Crossing) to keep it feeling organic and lively.

  • Problem: The protagonist has an elegant, almost cat-like quality, but the current footstep sounds feel a bit heavy and dry, especially given the surreal setting.

  • Potential Solution: Redesign the footsteps to sound lighter and more graceful through new foley and processing. Removing some of the gravel texture and adding a touch more reverb would better match the atmosphere of the world.

There are many points that we can further discuss and work on even just for the demo we have now. This is a start to show my ability and what I can do to improve this specific game’s audio.

Selected Works (careful for loud sound)

What I Ask For

  • I’d love to join the team as both composer and sound designer, taking care of everything related to audio for the project.

  • I’d also like to be credited as a team member, since I see this as a true creative collaboration.

  • My contribution would be completely free — I genuinely love the game and want to be part of bringing it to life. That said, if the game is eventually released commercially and becomes profitable, I’d appreciate receiving some share. Of course, this can be discussed later if the project reaches that stage — it’s not a deal breaker for me. My main goal is simply to help make the game sound amazing.

Contact Me

Let me know what you think! If you’re not completely satisfied with what you hear, just let me know what you’d like changed — I’d be happy to create a new demo that fits your vision. If you have any other questions or thoughts, feel free to reach out anytime! Here’s my contact info:

Phone: 614-216-124

Email: hanzhezhang881@gmail.com

(I prefer text or email)

I can’t wait to hear from you and hopefully create something beautiful together!

Sincerely,

Hanzhe Zhang