"I'm Anthea Kakaroubas,
I make Games and Audio."


Game Design | Music | Sound Design


Audio


I am a Composer, Songwriter, and Sound Designer working across genres and mediums to bring ideas and story to life through sound.



  • Game Music

  • Sound Design

  • Contemporary / Electronic


  • Game Music

  • Orchestral Electronic


  • Modern Orchestral


  • Orchestral - Sea Shanti


  • Sound Design

  • Foley & Recording


  • Songwriting

  • Psychedelic Rock

  • Recording


  • Experimental Music

  • Sound Design

  • Recording


  • Music Rescore

  • Foley & Recording

  • Sound Design


  • Short Film - Comedy Horror

  • Muisic Score

  • Sound Design

  • Acting & Voice Over

  • Scriptwriting

  • Filming & Production


  • Melodic, Chill, Electronic

  • Piano & Strings

  • Instrumental


  • Modern Orchestral

  • Fantasy Adventure


  • Polka Arrangement

  • Folk Song


Atonement

Atonement Trailer
 
Genre:3rd Person Adventure, Narrative
Project Type:2024 Ubisoft Student Game Jam
Platform:Windows PC
Engine & Tools:Unreal Engine 5.4, FMOD, Perforce, Ableton Live 11
Team Size:5
Development Duration:2 Weeks
Development Setting:Remote
Role(s):Music Composition and Sound Design

About This Game

Atonement is a short, linear story where you play as Dustie, an old AT-TR 4 cleaning robot who has to reach the last rocket off the now destroyed Earth.On the way to the final rocket, Dustie finds and rescues Orba, a companion bot designed to be a child's best friend.You're on your last battery with only days, hours, and minutes left to reach the rocket and escape. Will you make it in time, or will the rocket leave you and Orba to rust in the endless piles of trash?


About The Music

The Game Jam theme of “Trash” inspired my use of industrial drum samples and lo-fi processing to create a distorted, gritty texture.To emphasise the game’s futuristic, dystopian setting, I incorporated a synth bass, providing a dark and mechanical foundation. The game’s setting and narrative heavily influenced the composition; I employed a drone to anchor the music, establish mood, and provide tonal colour throughout the experience.Piano and harp highlight the character’s innocence, introduced through a simple two-note motif. As the game progresses, I gradually add harmonic and rhythmic layers, increasing complexity and, at times, introducing dissonance to reflect narrative tension.It was important that the music hit narrative beats to highlight character pogression though the story. For example, on level 4, when the player sees the rocket / the game's win condition for the first time, the "Wonder" Theme Plays, which quickly diverges into the "Disappointment" once the player sees all the obstacles in their way.
This is just one example where Fmod and Unreal Engine was utalised to trigger musical transitions that either added a new layer or transitioned to a new part of the score.
You can listen to the score and see the Fmod events below.

Atonement OST Level 1

Level 1


  • In Level 1, Dustie must search the trash to find the items they need.


Atonement OST Level 4

Level 4


  • In Level 4, Dusty finally sees the rocket but must navigate treturouse hazards in the way.

  • Later In Level 4, Orba's Battery Runs out, and Dustie is faced with a Choice. Leave Orba and take the rocket OR give their battery to their friend Orba.

Atonement OST Level 2

Level 2


  • In Level 2, Dustie finds a Companion in Orba.


Atonement OST Level Credits

Credits


  • End game Cutscene and Credits

Atonement OST Level 3

Level 3


  • In Level 3, Dustie and Orba must navigate a trash maze.


Atonement Sound Design

Sound Design


  • Dusties Motor

  • Orbas Motor

  • Orba Sign Post

  • Low Battery

Key Contributions


  • Composed and produced dynamic, adaptive music aligned to the theme narrative beat sheet, responding in real time to player actions.

  • Designed layered music systems that evolve as the narrative unfolds, introducing new elements over time.

  • Implemented dynamic audio systems using FMOD Studio, integrating responsive sound design that adapts to in-game actions and environments, including a robotic character audio engine synchronised with movement mechanics.

  • Edited and integrated voice-over for dynamic billboard advertisements and character voice lines, supporting immersive storytelling and worldbuilding.










Have You Been Practising?

Have You Been Practising?
 
Genre:Comedy Horror
Project Type:Student Short Film
Platform:Windows PC
Engine & Tools:Unreal Engine 5.4, FMOD, Perforce
Team Size:5
Production Duration:6 Weeks
Development Setting:In Class
Role(s):Music Composition, Sound Design, Scriptwriting, Acting, Directing, Production, Cinematography.


About This Short Film

Ever wonder what happened to the music student who didn't practice or study for their assessment?You don't want to know... So you better go practice because you don't want to get haunted by... the Practice Ghost!Have you been practicing is comedy horror short film project created by four students during our Introduction to Film class, supported by our teacherIn the making of this short film, the class went through all the processes that a commercial project would undergo. From conceiving the idea for the film to scripting right through to filming and compiling the final edit, all in under 6 weeks.


About The Music

This version of the film contains my interpretation of the Music brief.The music draws inspiration from the scores of John Williams’ Jaws and Bernard Herrmann’s work on The Birds and Psycho.I also created an original arrangement based on a violin piece by Johann Sebastian Bach, which is featured during the retelling of
“The Practice Ghost” story, serving as the piece she was performing at the time of her death.
The blooper sequence is underscored by a pre-existing guitar and drum composition of mine, selected to reinforce the comedic tone while injecting energy and momentum.

Key Contributions


  • Composed a score that blends understated horror influences with comedic timing, heightening both tension and humour.

  • Co wrote the Screenplay that was chosen to be made into a film.

  • Contributed across all stages of the short film’s production, working both in front of the camera as an actor and behind the scenes in producing and directing roles.