Our takes.

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Version #2

Version #3

*** we suggest using headphones and turning on full screen ***

Why Millo?

After 16+ years in the trenches working solo, we realized bumps on the road were always pretty much the same from game to game, until one day we told each other:

“Why don’t we build a small, compact studio that makes things easier for small and mid-sized teams?”

This is how Millo was born and our goal is to make all the benefits and efficiency of a full in-house audio department accessible and sustainable for independent, lean-structured teams.

We’ve been racking our brains to smoothen the process and cut the back-and-forth, including all those 'hidden' tasks that usually pop up with freelancers, so the team can save time, money, and focus on what they do best.

If this clicks with you or you’re curious to know more, let’s have a chat!

Wish you all a bright day,
Ale & Nico

Game audio Scope

Often we’ve found out that the overall perception of what a game needs in terms of audio boils down to:

  • Great sound design assets
  • Great music assets
  • Implementation

In reality for any great game out there a realistic audio scope includes:

  • Audio direction and creative supervision
  • Audio pipeline planning and documentation management
  • Sound design and music composition
  • Audio implementation and FMOD integration
  • Audio bug fixing & audio QA
  • Mixing & Mastering
  • Marketing support (trailers, teasers, promotional assets)

Credits

Games we have worked on

  • MUTAZIONE - EXCELLENCE IN AUDIO AWARD Indipendent Games Festival 2020 - BEST AUDIO AWARD Nordic Game Awards 2020
  • STAR STUFF - BEST AUDIO FINALIST INDIECADE 2024
  • WHERE IS MY HEART - EXCELLENCE IN AUDIO HONORABLE MENTION Indipendent Games Festival 2012
  • game sports friends
  • game_derat inc