- Music Composition, Sound Design And Audio Production
- Les Fleurs N'ont Pas De Pépins - EP (2026)
- Facettes (2026)
- Une Autre Faim Du Monde (2023)
- Theories In Practice Vol02 (2023)
- Cyberia (2015-paused)
- Theories In Practice Vol01 (2020)
- NT (2020-Ongoing)
- Les Chemins Du Khanat (2019)
- Let's Take Another Path Of Totality (2018)
- The Other Way To See You On The Other Side (2016)
- Programing, Game Design and more
- Videogame Photography
- Who I Am?
- Contact
Hi! I'm Nomys_Tempar and this is my portfolio.
Welcome!
Music Composition, Sound Design And Audio Production (Edit)
Les Fleurs N'ont Pas De Pépins - EP (2026) (Edit)
Musical accompaniment (drums, organ), recording, mix and mastering of the EP of Les Fleurs N'ont Pas De Pépins (queer song from Saint-Étienne, France) in my studio.
Une Autre Faim Du Monde (2023) (Edit)
55 min zombie film by Jérémie Bergerac about the world ending from climate change.I made some sound effects (ambiances & SFXs). I also mixed and mastered the entire movie.
Theories In Practice Vol02 (2023) (Edit)
Second music compilation of various tracks made by me between 2021 and 2023.This compilation contains 2 tracks I made in 2021 and 2022 for the Indie Film Music Contest.
Cyberia (2015-paused) (Edit)
Cyberia is a duet of experimental metal (or turbo-experimental music) that mix sampling of libre music with a rythm box, a heavy guitar and a voice. Occasionnally a sax and a bagpipe are on it to.- Cyberia (2022), full-lenght album 9 tracks
- Live 2017 (2017), EP 3 tracks live
- EP (2015), EP 3 tracks in solo
Theories In Practice Vol01 (2020) (Edit)
First music compilation of various tracks made by me between 2019 and 2020.
NT (2020-Ongoing) (Edit)
NT is my solo project of electronic rock music.- Present Recover Past (2020)
- Through Wrongs To The Next Step (2023)
Les Chemins Du Khanat (2019) (Edit)
Full album of videogame music made for Khaganat, a french volunteer association who is working on a libre mmorpg called "Khanat".
Let's Take Another Path Of Totality (2018) (Edit)
Full album remix of the album "The Path Of Totality" by Korn. My take on this was to remove some dubstep elements to make the track sounds more like a regular korn album.
Programing, Game Design and more (Edit)
Principles (2026) (Edit)
Principles is a Godot framework for custom online text-based multiplayer RPGs. It was inspired by the Talesta php engine for browser-based multiplayer RPGs. The framework allows to host a game and tweak it with a global configuration file and several files used for NPC and locations. It's delivered with a working demo containing 1 NPC and 3 locations to explore.I coded every base code of the framework (connection&networking system, character creation, save system, combat system, in location and in room chat, Game Master panel, game controls & messages and travel handling, search place action, inspect character functions), I also did gameplay and interface design as well as all audio ( for the demo).
CODdaplay_Godot (2025) (Edit)
CODdaplay_Godot is a Godot software that takes a video and allows to play it with 25 frames per seconds on screen, at the same time, overlapping each other. It does the same for audio as well (like a delay effect).This program is a remake of the original program made with processing.js that powered my art work "COD Da Play" (More explanations on this project below).
Choose Your Libre Or Open Licence (2022) (Edit)
Twine tool to choose a libre or open licence depending on the usage one wants to make of his/her work.
Distant Dials (2021) (Edit)
Distant Dials is a short multiplayer interface-only game, taking place far in the future and providing discussions-based gameplay.I did all the programing (networking, gameplay, interfaces), the game design, the music and sound design and audio implementation.
Dig (2018) (Edit)
The new mayor thinks the town cemetery is to old and the municipality is losing money with it. You are playing a cemetery employee who have to clear off old unpaid tomb for the municipality to be able to bury new "paying" corpses. No reason the dead cannot be profitable for someone !
This short timed side-scroller was made by me and LeoM during the Ludum Dare 42 : Running out of space. I was in charge the code and the game design.
One More Lap (2016) (Edit)
One More Lap is an arcade/racing Choicescript game made for the Make Something Horrible 2016 gamejam.
I made it in solo. It features paint-style graphics, clunky gameplay and mouth-made sound effects.
The Matter Realm (2016) (Edit)
Short choicescript textual adventure, with sounds and images made in solo for the Ludum Dare 35.
Happy Gardening (2015) (Edit)
Small humorous clumsy simulator game made in Unreal Engine with LeoM for the Ludum Dare 34. The game is about getting home drunk and watering plants on the balcony to make them grow before going to bed.
I was in charge of all interfaces (menus and ingame HUD) and of the sound effects and music.
The Monster Way (2015) (Edit)
Textual Choicescript adventure made for the Ludum Dare 33 "You Are The Monster" with Anna Parmentier.
The game is about being the final boss of the dungeon. You have to take care of your throne room, scold minions and defeat heroes.
I did all the writing on the game.
Escape The Killer (2015) (Edit)
"Escape The Killer", a short textual bizarre/fantasy/horror adventure create for the Ludum Dare 32 (theme : An Unconventional Weapon).
I made it in solo.
Windows Cleaner Simulator (2014) (Edit)

A point'n click adventure with dialogs, morals choices and some windows cleaning made for Ludum Dare 31.
I did all the writing and the music.
Sadly, the game isn't online anymore, all it is left is the Ludum Dare entry in the LdDB.
Sweet_Noname (2011) (Edit)

First game and a team effort, it was about traveling through 2D levels to the exit without destroying the other entities while being watch and commented upon by a sentient command prompt. Pretty weird hey!
The game isn't online anymore, but a review of it by Pierre Corbinais can be found on the Oujevipo Archive (in french).
Videogame Photography (Edit)
A large part of my videogame photography work is based on the premise that a photograph cannot translate what is a videogame, because a videogame isn't a single flat image but thousands, it is animated and it is interactive (it has gameplay and rules).
So my work aim at showing one peticuliar aspect of a videogame. It can be gameplay related, it can be technical or on the narration it develops.
On the formal aspect, my work is also grounded in not making believe the videogame image is a real world image, therefore I keep all ingame interfaces and often shows the edges of my screen. I give my image textures by taking photos of my screen, blending the game with the screen texture, with occational dust or marks visibles. This to give more physical presence to the images.
Oneshots (2026-Ongoing) (Edit)
Oneshots is series of references I point out in videogames. Each image is from a different videogame and is named by the reference itself.For now there is only one photograph: Night Of The Hunter (2026)
Crefad Loire Exhibit (2025) (Edit)
One month (novembre 2025) exhibition of one photograph from the Max Payne series, one from Deliverance series, one from The Operator series and all slides of the Mirror's Edge series.
Deliverance (2015-Ongoing) (Edit)
Series of several games showing the view granted to the player after having finish a rather long and teddious or hard section of tutorial at the beginning of the game.
Cosmopolite (2012-2015) (Edit)
This is NOT a series about a videogame, it's a series of views of Saint-Étienne (France) that (I hope) look alike other large cities of the world. Eatch picture is named about another city.
It's a work under Libre Art licence 1.3 and it's meant to be continued by whoever want to under the name "Cosmopolite" with pictures from another city.
This work was made under the patronage of the Format Libre volunteer association and was transmitted to the Alolise association in 2019.
COD Da Play (2010) (Edit)
"COD Da Play" is an art piece with 11 computers each one playing it's own pre-recorder Call Of Duty 4: Modern Warfare game on each multiplayer map of the game.This is an attempt to make multiplayer game captures look like photographs through a B pose-like trick. The emphasis is made on the chaos of the game and the share repetitivity of it all as well as the importance of the community and the ingame chat. Call Of Duty 4 is a complex and dense game and it was the perfect exemple of the difficulty of showing multiplayer games on photography.
Some abstracts of this work can be found on my Pixelfed account (tag as 'Sensitive Content'): Here.
Mirror's Edge (2010) (Edit)
Series about elevator's in Mirror'r Edge. Elevator, in this game, are essential, but often disregarded. They operated at a gameplay level to allow a pause in the flow of the run that makes the game and they're disguised loading screens, hiding loading to the player and giving the illusion of a continuous world.
Max Payne (2008) (Edit)
Max Payne is one of the first third person shooter game to really grasp the view as a gameplay element and not just life a first person shooter made in third person.
I choose it because it's a bright exemple of its era of videogame, it's a violent game with lots of liminal places (subways, werehouses, etc). So I took these spaces, but with the intention to take pictures without ennemies on screen.
The shoots emphazied the romantic figure of the man from behind, tormented, facing the elements, absorbed by the world. All this really fitting for Max Payne as well as for the player of third person games in general.
This series is the foundation of my photographic work on videogames as it has all the formal and conceptual elements that I will try to expend on later.
Who I Am? (Edit)
I'm Nomys_Tempar, I'm a french music composer, sound designer, programer and photographer based in Saint-Étienne (France).
I initialy have a degree in fine art obtained at the ESADSE (Saint-Étienne Fine Art school), where I develop my work as videogame photographer and I have a law degree as well.
I play drums since childhood and guitar for 20 years. Since 2018 I composed more and more for various projects (movies and videogames mainly) using mostly free softwares. I used to work with FL Studio and Ableton Live, but now my main DAW is Ardour. I also use proprietary software if I have too, like Wwise (101 & 110), Fmod or Unreal Engine 4&5.
In time, I also produced various games, more or less narrative, with tools like ChoicesScript, Twine2, Godot Engine.
I worked as a tutor in videogame audio and music composition in ActivDesign (french videogame school) from 2020 to 2024 and I teach videogame audio at SAE Lyon (french audio production school) in 2025 and 2026.
Lastly, I'm invested in several french non-profit linked to libre software and libre music, such as Musique Libre !, Alolise and Khaganat.
Contact (Edit)
To contact me please send an email to: contact /at/ nomystempar.fr
You can also find me on :
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