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11/27/21 - John Akre's animated short, "Print Edition" was featured in the MoStopMo online film fest[ - found at 17:45].

9/4/21 - Ryan Udairam completes scoring and sound design for John Akre's animated short, "Print Edition."

7/24/2021 - Ryan Udairam begins scoring and sound design for John Akre's animated short, "Print Edition."

12/17/19 - Ryan Udairam completes scoring John Akre's animated short film, "The Intenseness."

11/5/19 - Ryan Udairam begins scoring for John Akre's animated short film, "The Intenseness."

8/13/19 - Ryan Udairam begins working on contract as Sound Designer for OrionGames, Inc.

7/15/19 -Ryan Udairam completes scoring "Quiet Snap" by Bandit Bear Productions.

7/7/19 - Ryan Udairam begins scoring "Quiet Snap" by Bandit Bear Productions.

6/18/15 - Ryan Udairam's score for John Akre's animated short film, "Constructive Interference, Mon Ami" gets picked for a live reading session for Film Score Fest on July 20th at 7pm at the Science Museum of Minnesota in Minneapolis, MN.

5/23/19 - Ryan Udairam completes scoring John Akre's animated short film, "Constructive Interference, Mon Ami" for Film Score Fest.

12/25/18 - "King Erik" [Battle Crafters, LLC.] is now available for Windows, Mac, & Linux on Steam! The Link to view the Steam page where you can buy this game, is right here:

12/9/18 - "King Erik" [Battle Crafters, LLC.] release date set for 12/25/18 on Steam.

12/2/18 - "Fire Swept" [Battle Crafters, LLC.] was submitted for Ludum Dare Jam 43. Plans are in motion to continue the game's development.

11/21/18 - Ryan Udairam begins sound editing internship at Undertone Music, Inc. on feature film "A Winter Love." 

11/14/18 - Ryan Udairam participated in Metroidvania Month 2 Jam under 2 different teams. "Alchemist Mountain" by EvilArtBunny won first place (Sound Design).  "Cyborg Ninja" by YangBin won 2nd place (Music & Sound Design).

9/25/18 - Ryan Udairam is now listed in Audiokinetic's Creator's Directory. The link to the official listing is right here:

9/21/18 - Ryan Udairam is now Wwise 101 Certified.

9/7/18- "King Erik" submitted for the 2D Platformer Jam on Plans are currently set for further development of this game.

8/30/18 - Began collaborating with Eric "Zerk" Smith(Game Developer & Owner of Battle Crafters, LLC.) for 2D Platformer Game "King Erik" in writing music and doing sound design for this game for the 2D Platformer Jam on 


All That Jazz 

Currently, I have been attending jam sessions each week for about 3 weeks now in efforts to break into the Minneapolis Jazz scene. I have been playing on my Selmer Series III Soprano Saxophone pretty regularly now, in hopes of learning the instrument more and that I can meet some players. I can honestly say that I definitely enjoy meeting the players and interacting with them, whether it would be through conversation or through the jam sessions we play. My desire in this is that I would be able to be a contributor to the Jazz scene in providing music for players to play and get gigs. To do this, the vision ahead of me is to have a jazz orchestra of my own and to be able to have enough music to do at least 2 sets for a gig. Its definitely not an easy task, as I come from an orchestral background. However, nothing is impossible. 

So far, I am nearing the completion of my first big band tune that I actually started back in 2016 called "Free as the Wind." This piece was written to express the parallel between the wind and people. The wind moves about in many different ways, which it can be calm, like a light breeze, or can be pretty violent, like a hurricane. The thing is, how wind behaves is never the same. People are the same way - no two people are the same(even identical twins are not the same because each twins personality is not the same). Each person has their own desires, dreams, hopes, and behaviors. Wind is a good metaphor about our lives in that, while none of us are the same, we all have a direction in life that we want to go in and that as people, we are unique. This piece will be a celebration to the uniqueness of who we are as people. 

I also have started 2 other charts as of last week as well and look to complete those charts this year. I will keep you all posted on how my progress is with this goal. Stay tuned! A = 440Hz.

Post Production Audio Life 

I have written music and audio for over 6 video games up to this point and have written countless orchestral pieces. While video game soundscapes and orchestra have their own challenges, I believe that every composer should strive to enter into post production audio work of some sort.

Every composer dreams of hitting it big - that statement certainly rings true for me. Every composer looks to leave a mark somewhere, whether it is writing that big symphony or writing music that takes on a more artistic standpoint like a sculpture- it can be said that music is made to highlight something. What better way to understand how music does this than to learn about post production audio?

A lot of composers, myself included, want to make it as a film composer. But how do you understand this world better if you're not doing it and are looking from the outside? You get in through another route. You get in through another means and through that, you gain understanding.

For me, I started doing Foley through video games. I first started doing this in collaborating with Eric Smith(Battle Crafters, LLC), who has taught me so much about sound effects design from the industry perspective. From there, I then began an internship with Undertone Music, Inc., which not only did I learn about sound effects design from their audio editors, but I also took away from that the ability to be able to understand that world. I would ask questions to their editors to understand their world and what they do at Undertone Music - I even asked Tom Hambleton, who owns Undertone Music, questions. The fact is: if we dare to live in a Film Industry world, a post production audio world, we need to understand it better. It is okay to ask questions. It is okay to make mistakes. When we do understand this post production audio life, we learn how to survive in it, thrive in it, and we stand out better.

Because of this, I now sound design on films. I edit sound effects. I clean up dialogue and remove unwanted sounds from that dialogue. I now mix dialogue. I now have more to offer to the industry because of this route I have taken.

Am I saying every composer needs to design sound effects or do Foley? Not necessarily. The key thing to do is to gain an understanding of how this industry works and where you fit in. Because the last thing you want to do is to be that person who does not know how they fit in. So find people. Ask questions. Gain perspective. 

Breaking Out On My Own 

This year I have made huge steps towards my dreams to make it as a composer in the music business. I went to the ASCAP EXPO this year and got to meet some big namers in the business. I learned a lot about the function of a music supervisor and even met with one too at the EXPO. The overall result of the trip was that I was armed with confidence and knowledge that my skill set could land me a job in the business. 

After the result of that trip, I felt confident to leave my job which I was at for over a couple of years. I was a sales person at Schmitt Music and was really successful at music sales, specifically as one who sold intermediate and professional band instruments. It was not an easy thing leaving behind people who I grew close to at this job, but everything inside me screamed "Its either now or never." I chose "now." I did end up putting in my resignation with the manager and had left friends and the income that came with that job behind. 

To date, I have gained much more musically since leaving that company. I have written music for three Indie video games in Game Jam settings to date(with one in continued development). The amount of music that I have written since leaving that company has skyrocketed. I'm learning a lot about the video game industry and about the essential skills that you need in order to secure a job as a composer or sound designer. I even gained certification in a game audio middleware called Wwise.

Suffice to say, so far I have gained a lot since leaving that company and expect to gain much more in the days to come. Stay tuned! A=440Hz

The Ripples of ASCAP EXPO 2018 

This year I went to ASCAP EXPO 2018 in Hollywood, CA at the Loews Hollywood Hotel. Not only was this this first time I had gone to one of these events, but it was my first experience flying out of Minnesota by myself. It was exciting being there just by myself, room was fabulous, weather was absolutely amazing! It was definitely a time of firsts for me. The first time having my music listened to a Music Supervisor, which are the people who get the music placed in Film and TV. It definitely a nerve-wracking experience, but I recommend every songwriter, composer, and producer to go to the ASCAP EXPO. I gained valuable information from composers and producers who are making it in the business. But the experience did not stop at ASCAP.

Pretty much I left changed as a changed person. No longer could I just wear the music composer hat. I realized that I had to equally wear the Songwriter hat and the Producer hat as well, which makes so much sense! Like, for a composer, you are producing music! You are a Producer! If you are wanting to be in the Film Industry, you are often in front of a computer working on a DAW(Digital Audio Workstation) and you are either recording into the tracks or you are using virtual instruments and synthesizers. Hence, you are a Producer! For the composer wanting to write musicals, you are a Songwriter! You cannot write musicals without some idea of song form. Hence, you are a Songwriter, regardless if you write the lyrics or not!

The moral of the story is: let's not limit ourselves to wearing just one hat. Let's wear different hats! 

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