Penfound Props

Welcome to our custom prop designs, where your dreams of owning a unique helmet or weapon come to life! We specialise in tailor-made designs that capture the essence of your favorite sci-fi worlds. Each prop is crafted with precision and passion, ensuring that you receive a one-of-a-kind piece that stands out. Explore our offerings and join us on an exciting journey!


Gabriel
"Arrived absolutely beautiful - this is FANTASTIC, you did an amazing job!"

Jake
"Holy s**t it looks even better in person, this is the sickest thing i've ever seen!!!!!"

Harry
"What you do is quality, which I can't find anywhere else."

Dean
"Man seeing the helmet has actually made my day!"
Customer Reviews

Sight & Sound: imagination into reality
Bath-based Prop Maker, music composer and concept artist.
Creating to Inspire
Specialising in: Video game audio, trailer audio, corporate audio, indie show reels, concept art, fantasy art and audio visual cues.

Three years studying Commercial Music at Bath Spa University, event management and experience performing at festivals, gigs and as a session player has taught me a lot about people and the industry. Skills such as: communication, reliability and diligence are essential components for a healthy and productive work relationship; I strive to uphold these values in my everyday work and as a concept artist and musician. My ultimate goal is to diversify my range of artistic and musical skills to design audio and concept art for games, films and other visual media. Art has always been a passion of mine, inspired by my father's career in the industry.
My Audio Portfolio
The indie game ‘Townscaper’ is unique in the way that the original game includes no music. I felt this to be the perfect opportunity to compose a piece with my own interpretation of what I think it should sound like. For context, Townscaper is a creative city builder which reflects how many European seaside cities have been constructed, it provides the user freedom to customise the city however they like: colours, building size… and each city will be different due from its counter parts due to the random landscape generator. The audio I have created is dynamic and in practicality should adapt to the city depending on how much the player has built i.e. the more one builds, the more elements are added into the music. The setting of the town is formed in the middle of a vast plain of water, I added automated reverb into instruments like piano to make it sound ‘watery,’ furthermore the delayed piano is meant to replicate the sound of twinkling rain. The video demonstrates the various levels of intensity that you would expect from adding land and taking structure away, I did this to further immerse the player into the gameplay.
This piece is a culmination of love for fantasy castle and kingdom builders. The music serves as background ambience. Featuring live recorded audio, delays, effects, automation and a mix of samples to engineer the music you hear. The game itself ‘Kingdoms & Castles’ is a relaxing builder where the player has the role of creating a kingdom to there liking, however being conscious of the finite resources the map ahs to offer, building defences and armies to fend of dragon, ogre and Viking invasions. The music must not distract from the gameplay but instead strengthen the creativity. Many of the descending scales and harp-like rolls in the composition were achieved recording acoustic guitars and ukuleles and adding varying amounts of delay and sampled reverb. The bass line is simple but provides a warm subby bottom end to fill the EQ spectrum. Because of the percussive playing style of the guitar and uke, the typical high-end presence of a snare drum or hi hat was not needed. Instead, triangles, cymbal swells and chimes were used to provide extra rhythmic beats.
I have always revelled in the futuristic world and lore of the Halo series and felt that a track with a diverse range of genre and tone would suit the visual media series of events. For context, the video footage starts with two members of ‘Noble Team’ discovering the antagonists (Covenant) invading army which they have been secretly mustering in the shadows. To reflect the solemn tonality of this sequence I layered Sopranos and Alto choir voices with a synth pad and a melancholic cello to convey an overwhelming feel of dread and hopelessness; two key themes throughout Halo Reach. The rolling snare drum in the background is reminiscent of militaristic cliché. The adjacent scene depicts the military response to the initial discovery adopting the full force approach. I felt it necessary to compose a metal/ rock section to confront this; adding distorted/ flanged guitar, bass and drums infused with distorted or synth counterparts to add grit. The breaks and bars are synced with significant points of interest (explosions, cars flipping…) during the visual media. After the main bulk of ‘on the ground’ action has concluded, an ariel view is presented then a large frigate seeding into view the music accentuates the scale by adding a brass section including: Cimbasso, French horns and trombones mixed in with the strings. The motif of rolling snare reappears to reflect the militaristic side of the game. However, an even larger Covenant vessel dwarves the frigate and destroys it with ease, reigniting the theme of hopelessness, at this point the cello becomes dissonant and a sense of unease is displayed within the music.