Brian Booms · Austin, TX
Music for Game Developers
Ambient music for your game, licensed in minutes.
Made with Suno.
You’re building a world. It needs a sound. Brian Booms’ ambient catalog — calm, spacious, cinematic — is available to license for indie and commercial games, with simple terms and no lawyers required.
Browse the catalog: Start with the “Most Streamed” EP on Bandcamp, or explore the full song catalog at brianbooms.com/lyrics/. Hear something that fits your game? License it below.
Licenses
Indie License — $49
- 1 game project
- For games with lifetime revenue under $100,000
- Use the licensed track(s) in-game, in trailers, and in gameplay videos
- Perpetual — pay once, use forever in that project
- Credit required: “Music by Brian Booms — brianbooms.com”
Commercial License — $199
- Unlimited projects by you/your studio
- For games with lifetime revenue under $1,000,000 per title
- Use licensed track(s) in-game, in trailers, ads, and gameplay videos
- Perpetual — pay once, use forever
- Credit required: “Music by Brian Booms — brianbooms.com”
AAA / Custom — Contact
- Revenue over $1M per title, exclusivity, stems, or custom composition
- Tell me about the project and we’ll work out terms that fit
All licenses are per-track unless we agree otherwise — contact me for catalog/bundle pricing if you need many tracks.
Prefer Bitcoin? The buttons above check out instantly in BTC — name your tracks and project in the quote and Brian clears the license within 2 business days.
License terms (summary)
- What you get: A non-exclusive, worldwide, perpetual license to synchronize the licensed track(s) in your game project(s) as described above, including in-game use, trailers, and promotional videos.
- What you don’t get: You may not resell, redistribute, or sublicense the music files themselves; you may not claim the music as your own; you may not use the music in a standalone soundtrack release without a separate agreement.
- Exclusivity: Licenses are non-exclusive unless we sign a custom deal.
- Upgrades: Outgrew your tier? Pay the difference to move from Indie to Commercial — your earlier payment counts.
- Full text: The complete license agreement is provided with your purchase receipt. This page is a summary, not the legal document.
- Audio format: Delivered as high-bitrate MP3 (256 kbps) unless otherwise agreed. These recordings are MP3-sourced; they are not lossless masters.
- AI disclosure: Tracks are created with Suno under Brian’s paid plan, which grants commercial use rights. Full chain-of-title documentation is available on request for publisher or platform review.
How to purchase
- Pick your track(s) — note the song titles from the catalog.
- Fill out the contact form below with your track list, license tier, and project details.
- I reply within 2 business days with a payment link and your license agreement.
- Download and build — files and signed license arrive after payment.
Request a license
Fill this out and it opens an email to me with everything pre-filled. I reply within 2 business days with a payment link and your license agreement.
FAQ
- Is the music exclusive to my game?
- Standard licenses are non-exclusive — the same track may appear in other projects. Need exclusivity? That’s a custom deal — contact me.
- Can I use the music in my trailer and ads?
- Yes — Indie covers trailers and gameplay videos for that one project; Commercial adds paid ads across unlimited projects.
- What if my game blows up past the revenue cap?
- Congratulations — and just upgrade. Pay the difference to the next tier (Indie → Commercial, or Commercial → custom). No penalties, no takedowns.
- Can I modify, loop, or layer the tracks?
- Yes. Cutting, looping, crossfading, and layering under game audio are all fine. What’s not fine is redistributing the raw files or releasing them as a standalone soundtrack.
- Do I have to credit you?
- Yes — “Music by Brian Booms — brianbooms.com” in the credits and on the store page where practical. It’s the indie way.
- What format are the files?
- High-bitrate MP3 (256 kbps), delivered by download link. If your pipeline needs WAV, say so in the form — I can convert (note: source recordings are MP3-grade, so conversion won’t add fidelity).
- Can you make custom music for my game?
- Yes — custom composition and loop packs are scoped separately from these licenses. Describe what you need in the contact form.
- Who owns the music?
- Brian Booms. Your license grants the usage described above; ownership stays with the artist. Full chain-of-title documentation is available on request for publisher or platform review.