beam
Game Audio Studio · Osaka, Japan

GAME AUDIO

From creation to implementation.

beam is a game audio studio based in Osaka, Japan. For game projects, we work with a core group of three long-term collaborators across sound design, music, audio direction and technical implementation.

Wwise · Unreal Engine · Unity · Sound Design · Music · Technical Audio

Selected career credits across the team include Pokémon, Resident Evil, Bayonetta, NINJA GAIDEN, DEAD OR ALIVE and Metroid.

3 core collaborators Creative + technical game audio
Wwise / UE / Unity Production through implementation
Osaka, Japan Working with development teams worldwide
About beam

Small studio.
Flexible team.

We believe game audio works best when creative decisions and implementation are treated as one process. That is why our work can continue beyond asset delivery and into the game itself.

beam works with trusted long-term collaborators on a project basis. Together, the core team covers audio direction, composition, sound design, Wwise, Unreal Engine and Unity implementation.

This structure lets us stay small and direct while bringing together the right creative and technical skills for each project.

What We Do

Creative and technical audio,
under one roof.

We can join a project at the concept stage, during production, or as additional audio support for an existing development team.

01

Audio Direction & Sound Design

Audio concept, direction, sound effects, ambience, UI, creatures, combat, cinematics, mix planning and production support.

02

Music

Original music for games, including linear and interactive music, with implementation needs considered from the composition stage.

03

Technical Audio

Wwise structure, States, Switches, RTPCs, routing, mixing, spatial audio, debugging, optimization and audio-system design.

04

Implementation

Audio integration in Unreal Engine and Unity, including event setup, game-state control, animation hooks, environmental audio and implementation support.

Selected Work

Recent work by beam.

A compact selection of publicly credited work, showing both creative production and technical implementation across console, mobile and VR projects.

Echoes of Aincrad
Echoes of Aincrad
Music / Wwise & UE5 Implementation Takayasu Sodeoka Wwise & UE5 Implementation Yoshiaki Tanaka Cutscene SFX Takumi Saito ©2020 Reki Kawahara/KADOKAWA/SAO-P Project · ©Bandai Namco Entertainment Inc.
Knights of Fiona
Knights of Fiona
Wwise & Unity Implementation Takayasu Sodeoka · Yoshiaki Tanaka BGM / SFX Production Takumi Saito VR audio tuning · Meta Quest 3 / 3S
DRAGON QUEST TACT
DRAGON QUEST TACT
Sound Design Takayasu Sodeoka · Takumi Saito
Re:ZERO -Starting Life in Another World- Witch's Re:surrection
Re:ZERO -Starting Life in Another World- Witch's Re:surrection
Music / Sound Design Takumi Saito Additional Music / Wwise & Unity Implementation Takayasu Sodeoka Wwise & Unity Implementation Yoshiaki Tanaka
Umamusume: Pretty Derby – Party Dash
Umamusume: Pretty Derby – Party Dash
Sound Design Takayasu Sodeoka · Takumi Saito
Legend of the Galactic Heroes: Die Neue Saga
Legend of the Galactic Heroes: Die Neue Saga
Music / Sound Design Takumi Saito Additional Music Takayasu Sodeoka

* Game titles and images are shown only as identifiers for publicly credited work. All trademarks and copyrights belong to their respective owners.

Our Approach

We do not stop
at asset delivery.

Good game audio is not only about making great sounds. It is about making those sounds respond correctly, mix clearly, and support the player experience inside the game.

Creative decisions with implementation in mind. We consider how audio will actually behave in the game while we design it.
Direct communication with development teams. We are comfortable discussing audio with designers, programmers, artists and producers.
Flexible support for different production stages. Full audio development, co-development, technical support, or additional production capacity.
Core Collaborators

A small core team,
built around complementary strengths.

beam works with trusted long-term collaborators on a project basis. The credits below are selected individual career credits and include work completed both with beam and earlier in each person's career.

01 / FOUNDER

Takayasu
Sodeoka

Founder / Audio Director / Composer / Sound Designer / Implementer

Works across creative production and technical implementation, connecting audio direction, music and sound design with Wwise and in-engine workflows.

Selected Career Credits
  • Echoes of AincradMusic / Wwise & UE5 Implementation
  • Pokémon Brilliant Diamond / Shining PearlWwise / Unity Implementation
  • Resident Evil 3Music / Wwise Implementation
  • Resident Evil 7: Biohazard — End of ZoeMusic
  • Bayonetta 2Music
  • BayonettaMusic / Audio Implementation
  • Rygar: The Legendary AdventureMusic / Sound Design / Orchestral Recording / Audio Implementation
02 / TECHNICAL

Yoshiaki
Tanaka

Technical Audio Designer / Implementer

Focuses on technical audio and game-engine integration, working across Wwise, Unreal Engine and Unity production workflows.

Selected Career Credits
  • Echoes of AincradWwise & UE5 Implementation
  • Knights of FionaWwise / Unity Implementation
  • Re:ZERO -Starting Life in Another World- Witch's Re:surrectionWwise / Unity Implementation
03 / CREATIVE

Takumi
Saito

Composer / Sound Designer / Audio Director

Composer and sound designer with extensive experience in game production and sound direction across major console titles.

Selected Career Credits
  • DEAD OR ALIVE 4Music / Sound Design
  • DEAD OR ALIVE Xtreme 2Music / Sound Design
  • NINJA GAIDEN 2Sound Direction / Music / Sound Design
  • NINJA GAIDEN 3Sound Direction / Music / Sound Design
  • Metroid: Other MSound Direction / Music / Sound Design
  • Dragon's Dogma (ONA)Sound Direction
  • Shikizakura (TV)Sound Direction / Music
  • Echoes of AincradCutscene SFX
Tools & Technology Wwise Unreal Engine Unity Nuendo Spatial Audio VR / XR Audio
Let's Connect

Let's talk about games.

We enjoy meeting developers, publishers, audio teams and people building interesting things. If we meet at TGS — or anywhere else — please feel free to say hello.