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Javier S.
Dacarett

Music Composer,

Audio Implementer,

Sound Designer, and Pianist

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Javier Santos Dacarett is a composer, pianist, and audio professional with five years of experience in the film and video game industry. Javier's curiosity and deep love for storytelling drive him to explore every project he embarks on with the utmost care and dedication. His adaptability allows him to adjust his style to the situation at hand without sacrificing his voice.

 

Javier has worked on all projects created by Andes Game Studio, most notably worMoon: Awakening and Star Jomei Looking for a New Sky. He is currently working on music for Shadowfall, three unannounced video game projects, and two horror films.

 

Javier was born in Tegucigalpa, Honduras, but decided to pursue music abroad and studied piano under the guidance of Dr. Magdalena von Eccher in the University of Prince Edward Island. During his degree, Javier was given the opportunity to compose music for Andes Game Studio. After his formal studies, he moved to Montréal, Québec, where he now resides.

 

Javier enjoys collaborating with other passionate artists and helping them bring their visions to life. He believes that great art is born when a team of like-minded and talented individuals work in harmony. Javier understands the value of being part of the pack and not threading through life as a lone wolf.

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These are the game jams I have the pleasure to participate in:

Game Jams

What Some Will Never Witness

Role: Composer

About the Jam

A prototype based on a story about a character, Aurora, who fears the light. The emotional storyline follow Aurora through a journey battling fear to get back to society. 

About the Music

Being a 7 day jam, we were not able to fully accomplish what we planned, but the concept behind the project was to create an interactive score that would fade layers in and out to represent the level of darkness Aurora felt while isolated from society. Completing puzzles would help reduce the darkness or fear surrounding light.

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Good Morning Grandma

Roles: Composer and Sound Designer

About the Game

A prototype based on a story about a character, Aurora, who fears the light. The emotional storyline follow Aurora through a journey battling fear to get back to society. 

About the Music

Being a 7 day jam, we were not able to fully accomplish what we planned, but the concept behind the project was to create an interactive score that would fade layers in and out to represent the level of darkness Aurora felt while isolated from society. Completing puzzles would help reduce the darkness or fear surrounding light.

Lightfelt

Role: Composer

About the Game

A prototype based on a story about a character, Aurora, who fears the light. The emotional storyline follow Aurora through a journey battling fear to get back to society. 

About the Music

Being a 7 day jam, we were not able to fully accomplish what we planned, but the concept behind the project was to create an interactive score that would fade layers in and out to represent the level of darkness Aurora felt while isolated from society. Completing puzzles would help reduce the darkness or fear surrounding light.

Sin's Hands

Role: Audio Implementer

About the Game

A prototype based on a story about a character, Aurora, who fears the light. The emotional storyline follow Aurora through a journey battling fear to get back to society. 

About the Music

Being a 7 day jam, we were not able to fully accomplish what we planned, but the concept behind the project was to create an interactive score that would fade layers in and out to represent the level of darkness Aurora felt while isolated from society. Completing puzzles would help reduce the darkness or fear surrounding light.

Keep Your Hands Off My Cards!

Role: Composer and Soung Designer

About the Game

A prototype based on a story about a character, Aurora, who fears the light. The emotional storyline follow Aurora through a journey battling fear to get back to society. 

About the Music

Being a 7 day jam, we were not able to fully accomplish what we planned, but the concept behind the project was to create an interactive score that would fade layers in and out to represent the level of darkness Aurora felt while isolated from society. Completing puzzles would help reduce the darkness or fear surrounding light.

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