Mobile Games Audio

1B+ DL

Bluey — Quest for the Golden Pen

Halfbrick · 2025 · Technical Sound Designer

Bluey TV series now for Switch and mobile. Built the audio in Unity from the ground up. 32 voice budget, custom raycast-based reverb, 450+ assets. The mix is tuned for a preschool audience so dialogue and player feedback always come through clean.

Fruit Ninja & Fruit Ninja 2

Halfbrick · 2020 — 2026 · Sound Designer + Composer

Live ops sound design for the franchise that hit 1 billion downloads. Every new blade gets its own slice, organic foley and juicy splats. Composed several tracks for events all year round.

Jetpack Joyride 2

Apple Arcade · 2022 · Lead Composer

Apple Arcade exclusive, 21 looping tracks. The original Jetpack Joyride riff runs through most of them so the franchise DNA survives the genre shift. Built custom Kontakt instruments from foley I recorded for each sector: pipe hits, creature grunts, weird metal, so every lab feels different. Also wrote Lo-Fi Radio: 101 minutes of slowed, vaporwave takes on the level themes. All on Spotify: Soundtrack · It’s Boss Time! · Lo-Fi Radio.

Jetpack Joyride Racing

Halfbrick · 2026 · Lead Composer

6+ original tracks for the racing spinoff. The brief was 90s Mega Drive: FM synthesis and chiptune wavetables, so I wrote it as jazz fusion to keep the energy without the lo-fi noise floor. Lots of key changes and modal shifts so long sessions don’t fatigue.

Blendy! — Juicy Simulation

Lion Studios · Chaos Theory · 2020 · Sound Design

Hyper-casual juice blender that hit #1 most-downloaded app in the US (50M+ installs). The audio carries the whole loop: fruit drops, blend layers, the order-complete stinger, going for that ASMR oddly-satisfying feel. Most of the experience is sound. Read the case study →

Lifty!

Major Frank · Chaos Theory · 2018 · Sound Design

Frantic elevator puzzle. You race the clock to drop coloured passengers off at the right floors. SFX scales with the pressure as the timer drains. Day-1 retention moved from 37% to 55% during development. Read the case study →

Owls and Vowels

ElApps · Chaos Theory · 2018 · Sound Design + Composition

Wholesome word puzzle, Apple-featured globally in New Games We Love. Average session is 13 minutes, so the music had to hold up over long play. Built it with adaptive Unity Audiosources so the score evolves instead of looping flat. Read the case study →

Cup of Kings

New Friends · Chaos Theory · 2018 · Sound Design

Digital adaptation of a Kickstarter-funded party card game. The brief was to make a phone feel like an actual deck. Card foley, gesture-responsive layers, audio paired with haptics. Hit Top 20 in the iOS and Android Card categories. Read the case study →

M&M's Take Home the Fun — case study on Chaos Theory Games

M&M’s — Take Home the Fun

Traffik for Mars · Chaos Theory · 2019 · AR Sound Design

AR brand activation where you whack a virtual piñata anchored in your real room (Unity + AR Foundation, marker-less tracking). 521,000 piñata hits in 6 weeks across the Australian campaign. Read the case study →

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