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Javier S.
Dacarett

Compositor de Música, Implementador de Audio,

Diseñador de Sonidos y Pianista

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Javier es un compositor, pianista y profesional en audio con cinco años de experiencia en la industria de videojuegos y películas. La curiosidad de Javier y su profundo amor por contar historias, lo propulsan a explorar cada proyecto en el que se involucra con mucho cariño y dedicación. Su adaptabilidad le permite ajustar su estilo a cada situación sin sacrificar su voz.

 

Javier ha trabajado en todos los proyectos de Andes Game Studio, los más notables siendo worMoon: Awakening y Star Jomei Looking for a New Sky. Actualmente, él está trabajando en la música para Shadowfall, tres video juegos que no se han anunciado, y dos películas de terror.

 

Javier nació en Tegucigalpa, Honduras, pero decidió salir al exterior para estudiar música. Estudió piano con la Dr. Magdalena von Eccher en la Universidad de la Isla del Príncipe Eduardo. Durante sus estudios, Javier tuvo la oportunidad de componer música para Andes Game Studio. Después de sus estudios formales, se mudó a Montréal, Québec, donde actualmente reside.

 

Javier disfruta colaborar con otros artistas apasionados, ayudándolos a realizar sus visiones creativas. Él cree que el buen arte nace cuando un equipo de personas con talento, que piensan similarmente, trabajan en harmonía. Javier entiende el valor de ser parte de la manada y de no marchar solitario en la vida.

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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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