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Eric E. Hache - Freelance Game music composer

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Updated: 2026-09-21 23:33 Language: English (default) Access: Normal

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What is Eric E. Hache?

Eric E. Hache is a freelance composer who creates music for video games. His site, game music composer, presents him as a specialist in interactive scoring rather than a general-purpose musician, with a focus on role-playing games among other genres.

Who it is for

  • Game developers and small studios looking for original soundtrack work
  • Teams that need music for menus, exploration, combat or cutscenes
  • Projects where the score must respond to player actions rather than play as a fixed album

What that work typically involves

A game composer usually writes themes for characters, locations and factions, then adapts them into loops, stingers and layered cues that shift with gameplay. This differs from film scoring, where timing is fixed. RPGs in particular often need many distinct themes and long ambient beds, which shapes how a composer structures a project.

How to judge fit

Look at the range of moods and instrumentation shown, whether the music suits your genre, and how clearly the composer describes collaboration, revisions and delivery formats. Freelance arrangements are common in this field, so scope and timelines are typically agreed per project. Pricing is not stated in the supplied information, so you would need to ask directly.

What services does Eric E. Hache offer as a game music composer?

Eric E. Hache works as a freelance game music composer, with a focus that leans toward RPG-style projects. His services center on creating original music for games, typically covering the full process from initial concept through finished, game-ready audio.

Core services

  • Original composition for game soundtracks, including themes, ambient loops and combat or exploration cues
  • Music suited to RPG and narrative-driven games, where recurring motifs and mood changes matter
  • Adapting existing musical ideas into a consistent in-game score

Who it suits

  • Independent developers who need a single composer to handle a whole soundtrack
  • Smaller teams without an in-house audio department
  • Projects where a bespoke, character-led score is preferred over licensed or generic stock music

Trade-offs Hiring one freelance composer can give a cohesive sound and direct communication, but capacity is limited, so large or fast-turnaround projects may need scheduling well in advance. Scope, revisions and delivery formats are usually agreed per project, so it is worth confirming those early. More detail is available at game music composer.

What genres of game music does Eric E. Hache specialize in?

Eric E. Hache is a freelance game music composer whose work centers on role-playing games. The site's own keywords pair "game music composer" with "RPG," which suggests that RPG scoring is a primary focus rather than an occasional sideline.

For RPGs, the practical demands are distinctive: composers typically write looping ambient tracks for exploration, distinct battle themes, and quieter cues for towns, menus and story beats. A composer working in this space usually needs to handle long play sessions without the music becoming repetitive, and to shift tone quickly between calm and combat.

Who this suits

  • Independent studios building RPGs or narrative games on a modest budget
  • Developers needing a single composer across many moods rather than one style
  • Teams looking for a freelancer who can be briefed directly

Trade-offs

A specialist in RPG and game scoring may be a strong fit for interactive, loop-based soundtracks, but less suited to projects wanting licensed pop tracks, full orchestral recording sessions, or non-game media such as film or advertising. Those needs usually call for a different kind of composer or a music licensing route.

If your project is an RPG, adventure or story-driven game, game music composer is the relevant starting point for checking the composer's style and prior work.

What is Eric E. Hache's experience in the game music industry?

Eric E. Hache is a freelance game music composer, and his site presents him as a specialist in writing original scores for interactive media. The emphasis on role-playing games in his keywords suggests his portfolio leans toward RPGs, where music often needs to support long play sessions, exploration, and recurring themes rather than a single fixed timeline.

For developers, that kind of experience is most relevant at a few stages:

  • Early planning, when a composer helps define a musical direction that fits the game's world and tone.
  • Production, when tracks are needed for menus, exploration, combat, and story scenes.
  • Iteration, when cues must be revised as levels or pacing change.

His freelance status means he is typically hired per project rather than as an in-house staff member, which can suit independent studios and small teams that need flexible scoring capacity without a permanent hire. Larger studios may instead look for a composer with credited work on major released titles, so the practical question is whether his existing portfolio matches your genre and scope.

The site itself is a personal composer page, so the strongest evidence of experience is the work samples and project list it presents. Anyone evaluating him should review those credits directly and ask about comparable projects, team size, and how he handles interactive or looping music.

Can I listen to samples of Eric E. Hache's game music compositions?

Yes. Eric E. Hache presents itself as the portfolio of a freelance game music composer, and portfolios of this kind usually include audio samples so visitors can judge the style before making contact. On this site, the emphasis is on music written for games, including RPG-style work, rather than on concert or film scoring.

What you can typically expect to hear

  • Short clips or full cues illustrating different moods and settings
  • Examples of looping or adaptive music, which matters for interactive titles
  • A sense of the composer's instrumentation and production approach

Who tends to use it

  • Game developers looking for a composer for a project
  • Small studios comparing candidates for a specific genre
  • Anyone curious about how game music differs from linear soundtrack writing

Trade-offs

Samples are useful for judging tone and craft, but they rarely show how a composer collaborates, meets deadlines or handles revisions. A site like this is best treated as a starting point: listen, note which pieces fit your project, then ask about availability and scope directly. If you need music for a specific genre, check whether the samples cover it, since a portfolio may not represent every style a composer can write.

How can I contact Eric E. Hache for a freelance game music project?

The site is the professional portfolio of Eric E. Hache, a freelance game music composer. It presents him as available for commissioned work, so contacting him is the intended next step for a project inquiry. The most direct route is through the contact details published on game music composer.

H3 What to do first

  • Visit the official site and look for its contact page, email address or contact form.
  • If the site lists a form, include your project type, timeline, budget range and any reference tracks.
  • If only an email is shown, send a concise message with the same details.

H3 What to include in your message

  • A short description of the game and its genre, such as RPG or action.
  • The scope: number of tracks, approximate length and whether looping or adaptive music is needed.
  • Deadlines and any milestones for audio delivery.
  • Links to your project or previous work, and the best way to reach you.

H3 Practical notes Freelance composers typically respond faster to messages that state scope and budget clearly. Mentioning the intended platform and whether you need exclusive rights helps avoid back-and-forth. If the site offers multiple channels, use the one it presents as preferred. Avoid sending large audio attachments in a first message; links are usually easier. If you do not hear back quickly, a polite follow-up after a week is reasonable.

Related questions

More questions →
Can You Use CC0 Assets in Commercial Games? Licensing and Integration Basics

Yes. CC0 assets can be used in commercial games without paying royalties or crediting the creator. CC0 is a public-domain dedication: the creator has waived copyright and related rights to the fullest extent allowed by law. That means you can copy, modify, redistribute, and sell work built on those assets — including in a game you charge money for.

This article explains what CC0 actually covers, how it differs from other Creative Commons licenses, and how to bring CC0 assets into engines like Unreal and Unity and tools like Blender, Maya, and 3ds Max.

What CC0 actually means

CC0 is not a license in the traditional sense — it is a waiver. When a creator applies CC0 to their work, they give up their copyright and agree not to enforce related rights. You are free to:

  • Use the asset in personal, educational, or commercial projects
  • Modify, remix, and build derivative works
  • Distribute the asset or your derivative as part of a larger project
  • Do all of the above without attribution

There is no requirement to credit the creator, no share-alike clause forcing you to open-source your game, and no non-commercial restriction. For a studio shipping a paid title, that combination is unusually permissive.

One practical caveat: CC0 applies to the rights the creator holds. It cannot waive third-party rights the creator never owned. A scanned statue, a branded product, or a recognizable logo in a texture may still carry trademark or personality-rights issues. Treat CC0 as clearing copyright, not as clearing everything.

CC0 vs. other Creative Commons licenses

The differences matter most when you are choosing assets for a commercial build. The table below summarizes the common variants.

| License | Commercial use | Attribution required | Share-alike | Notes for games | |---|---|---|---|---|---| | CC0 | Yes | No | No | Closest to public domain; safest for closed-source commercial titles | | CC BY | Yes | Yes | No | Fine for commercial use, but you must credit — plan for a credits screen | | CC BY-SA | Yes | Yes | Yes | Derivatives may need to be shared under the same license; risky for proprietary code/assets | | CC BY-NC | No | Yes | No | Excludes commercial projects; avoid for any monetized game | | CC BY-ND | Yes | Yes | No | No derivatives — you cannot modify the asset, which limits integration |

If your goal is a commercial game with no legal overhead, CC0 is the simplest choice. CC BY is workable if you can maintain attribution. Avoid NC and ND for anything you intend to sell or heavily adapt.

How CC0 assets fit into game engines and pipelines

CC0 libraries typically provide HDRIs, PBR textures, and 3D models. Each type has a natural place in a game pipeline.

HDRIs

HDRIs are high-dynamic-range environment maps. In Unreal, they are commonly used for sky lighting via a Sky Light set to use an HDRI cubemap or a Sky Sphere material. In Unity, they feed the skybox and the environment lighting in the Lighting window. You can also use them as reflection probes or as the basis for image-based lighting in Blender, Maya, or 3ds Max for look development before export.

Textures

PBR texture sets usually ship as albedo (base color), roughness, metallic, normal, and sometimes ambient occlusion or height maps. These drop directly into Unreal's material system or Unity's Standard/URP/HDRP shaders. Keep the resolution appropriate: 4K textures are useful for hero assets, but 1K or 2K is often enough for background props and saves memory.

Models

Static meshes and props can be imported as FBX or OBJ. Check the scale and pivot before placing them in a level. If the asset was authored for offline rendering, it may have very high poly counts — decimate or LOD it before use in a real-time scene.

Practical steps for importing and adapting assets

  1. Download and verify the license. Confirm the asset page states CC0. Save a screenshot or the license text alongside the file.
  2. Organize by type. Keep HDRIs, textures, and models in separate folders. A consistent naming convention (for example, env_forest_01_4k.hdr) saves time later.
  3. Import into your engine. In Unreal, drag the FBX into the Content Browser and set up materials. In Unity, import the FBX and assign a PBR material, then wire the texture maps to the correct slots.
  4. Adapt scale and orientation. Real-world assets may be authored in meters or centimeters. Check against a reference cube of known size.
  5. Optimize. Reduce texture resolution where it will not be seen up close, generate LODs for models, and bake lighting where appropriate.
  6. Test in context. Place the asset in a representative scene and check lighting, reflections, and performance before committing it to the project.

What CC0 does not cover

CC0 clears copyright, but a few things still deserve a second look:

  • Trademarks and logos. A texture containing a recognizable brand mark is not automatically safe to ship.
  • Recognizable people or property. A model of a real person or a distinctive building may raise personality or property-rights questions.
  • Third-party content inside the asset. If a creator included someone else's work without permission, the CC0 dedication does not fix that.

For most generic assets — rocks, foliage, generic furniture, abstract HDRIs — these concerns are minimal. For anything depicting a real brand, person, or landmark, verify independently.

Documenting asset sources for teams and clients

Even though CC0 requires no attribution, keeping records is good practice. It protects you if a client or publisher asks for provenance, and it helps when a team member needs to know where a file came from.

A simple tracking sheet works:

Asset name Type Source License Date downloaded Notes
forest_01_4k.hdr HDRI Poly Haven CC0 2025-01-10 Used for level 2 sky
rock_cliff_a.fbx Model Poly Haven CC0 2025-01-10 Decimated to 8k tris

Store this alongside your project files. If you later combine CC0 assets with CC BY assets, the sheet makes it obvious which ones need credit.

Bottom line

CC0 assets are safe for commercial games, require no attribution, and impose no royalties or share-alike obligations. The main work is practical: verify the license, check for third-party rights, import and optimize the asset for your engine, and keep a record of where it came from. Do that, and a CC0 library becomes a legitimate, low-friction source for production assets in Unreal, Unity, Blender, Maya, and 3ds Max.

Website Overview

Identifiable technologies and additional version or configuration signals make the service easier to fingerprint, which may help targeted scanners narrow their checks. An established domain and managed infrastructure suggest continuity of operations and may support dependable delivery, although neither guarantees service quality.

Domain and Registration

Registered in 2001, this domain has about 25 years of history. That suggests continuity, although ownership and purpose may have changed. Transfer-protection status is present, helping reduce the risk of unauthorized domain transfers. Registration contact information is publicly available through RDAP. The domain uses the common .ca extension, which is not an independent safety signal.

DNS and Email

MX records exist, but SPF, DKIM and DMARC were not detected. Protection against domain impersonation may be incomplete. Nameservers are provided by GoDaddy, indicating managed DNS hosting. MX records point to the gamemusic.ca email service. No CNAME was found; the observed records resolve directly to addresses. TXT records include verification markers for Google. Such markers may also remain after a service stops being used.

TLS and Certificates

The certificate uses an RSA 2048-bit public key, offering broad client compatibility. The server supplied a complete certificate chain. No organization name is present in the certificate; the available fields are consistent with domain validation. The certificate was issued by Let's Encrypt, commonly associated with automated certificate services. The certificate's total validity is about 89 days, consistent with a short renewal cycle.

HTTP and Browser Security

The Server header exposes the software version: Apache/2.4.41 (Ubuntu). This makes version-targeted checks easier, but is not proof of an exploitable vulnerability. The checked browser-security headers were not detected, leaving fewer explicit browser-side safeguards. No X-Powered-By header was found, reducing one common source of backend fingerprinting information. No obvious internal addresses or debug information were found in the headers. No explicit CDN or WAF marker was found in the response headers.

Technology Stack Analysis

The public page identifies WordPress 4.3.24, jQuery, Apache 2.4.41, with exact versions exposed for 2 technologies. These details can narrow vulnerability checks, although exposure alone is not a vulnerability.

Search and Social Sharing

The Generator tag identifies WordPress 4.3.24, making the publishing system easier to fingerprint. No homepage canonical URL was detected. If duplicate URLs exist, consolidation may be less explicit. No Open Graph metadata was detected, so social previews may depend on platform inference. The title has 35 characters, within a common display range. A meta description is present, with 45 characters.

Hosting and Email

DNSGoDaddy
HostingAkamai Connected Cloud
Emailgamemusic.ca
Location Canada flagToronto, Ontario, Canada 172.105.22.126

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Pages, Search and Sharing

Meta descriptionEric E. Hache - Freelance Game music composer
Canonical URLNot detected
LanguageEnglish (default)
Twitter CardNot detected

Unknown

No robots.txt found

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Registration details RDAP / WHOIS

RegistrarGo Daddy Domains Canada, Inc
Registered2001-03-10
Expires2027-03-09
Domain statusclient delete prohibited、client transfer prohibited、client update prohibited
Nameserversns51.domaincontrol.com、ns52.domaincontrol.com
DNSSECunsigned

DNS records

TypeNameValueTTLPriority
Agamemusic.ca172.105.22.126600
MXgamemusic.camail.gamemusic.ca360010
NSgamemusic.cans51.domaincontrol.com3600
NSgamemusic.cans52.domaincontrol.com3600
TXTgamemusic.cagoogle-site-verification=DtrkKtexsPF5UiU1P3z_NUdU-UqPDAC1i8Bty9SCuus3600

TLS and certificates

AssessmentNormal configuration
Supported protocolsTLSv1.2、TLSv1.3
Negotiated protocolTLSv1.3
Certificate subjectgamemusic.ca
IssuerLet's Encrypt
Valid until2026-12-05T11:37 · Remaining when checked: 74 days
Verification detailsCertificate trust: Passed · Hostname match: Passed

HTTP response headers

HeaderValue
content-typetext/html; charset=UTF-8
serverApache/2.4.41 (Ubuntu)

Identified technologies

WordPress 4.3.24jQueryApache 2.4.41