Vitor Yoiti
Hi! I'm a composer from Brazil focused on creating original soundtrack for games. I enjoy making music that immerses players, evokes emotion, and responds to the gameplay.In the game jam projects I've participated in, I worked on composition, recording, mixing and mastering, sound design, and audio implementation.I'm currently looking for opportunities to make music for commercial game projects. If you're interested in working together, feel free to reach out!
Featured Work:
An Asset Pack containing 23 original 8-bit style tracks inspired by classic RPG and Adventure games.
View on Unity Asset Store or itch.io.
Selected Music
Works showcasing my musical range. I draw influence from various sources such as video game soundtracks, japanese music, and classic rock.
Rhythm game level made for a game jam as a solo dev
Soundtrack made for Juniper Dev's Jam
Cover with virtual and real instruments, feat. a lead violin
Adaptive music: track changes with equipped weapon
Soundtrack made for HG Game Jam submission
Solo fingerstyle guitar arrangement of an anime opening
Case Studies
Unbound (HG Game Jam 2025)
1 month · Composer & Sound Designer
Unbound is a top-down Vampire Survivor-like and bullet hell hybrid made in one month for the HG Game Jam 2025.I was responsible for the game's music and sound design, but also made small contributions to the game's story, and helped with playtesting.Because the theme was unfinished projects, each stage had a very distinct visual direction. This allowed me to experiment with different styles and instrumentations. At the same time, I wanted there to be a unifying element throughout all the tracks to make everything feel coherent, so I wrote every piece in compound meter, except the Final Boss' Theme, which intentionally breaks the rules just like the character it represents.One of the biggest challenges for this project was making sure I could deliver this many tracks within the jam's time limits. To that end, I reused the motifs between each stage's theme and their respective boss stages, which allowed me to spend less time writing new music. A positive side effect was that it helped make the soundtrack feel more cohesive.The sound effects were created by editing sounds from Sonniss' GameGDC Royalty Free Sound Effects library.You can play the game here.
Stone, Scroll and Blade (GameName Game Jam)
15 days · Composer, Sound Designer & Audio Programmer
Stone, Scroll and Blade is a top-down boss rush with a creative take on the classic rock-paper-scissors game. It was made in 15 days for the GameName Game Jam.I was responsible for the game's music, sound design, and implemented the adaptive music system in Godot. I also helped the team come up with the main gameplay idea, made contributions to the story and dialogue, and did some playtesting.Once we had the core rock-paper-scissors gameplay outlined, the idea of making the music change depending on which weapon was equipped came up. I chose to associate each weapon to an instrument; then, whenever the player switches weapons, the melody is played on its corresponding instrument, with the transition happening at the next musical bar.One of the biggest challenges for this project was writing the entire soundtrack with only three instruments while also ensuring the transition between each lead instrument didn't feel jarring. To help with the transition, I ended up adding a fourth instrument that never stopped playing to provide a clear base to each track. However, due to time constraints, we weren't able to implement it into the game.The sound effects were made by editing the GameGDC Royalty Free Sound Effects sounds available on Sonniss, and by programming synths on Vital.You can play the game here.
© 2026 Vitor Yoiti. All rights reserved.
Fan arrangements © respective rightsholders; used for demonstration only.