Octave: The Rocket Game

22 Dec
December 22, 2013

Here’s an early version of part of my latest project: Octave.

Octave is a bunch mini-games focused on teaching singing techniques and making vocal exercises fun. In this imaginatively named game, players try to send a rocket as high into space as possible by doing a vocal warm-up called the siren.

I’m sure you’re itching to make loud dissonant siren noises at your screen, but sadly I’ve disabled the pitch detection functionality of the game. It simply doesn’t work in the web version of the Unity player. Yet. Maybe we’ll hack together a solution later.

You can check out the full portfolio entry here.


Commuter Compositions: Writing Game Music On The Bus

27 Aug
August 27, 2013

I have a long commute — usually 2 hours each way. Recently, I started using this time to compose game music on my phone, using the iOS version of GarageBand. Surprisingly, it’s a very capable digital audio workstation. Here are two tracks composed for game projects using GarageBand while enduring the long commute to and from work.

New project added to my portfolio: Tonal Recall

26 Aug
August 26, 2013

I recently worked on a client project where I built a Music Education game in Unity3D. Check it out in my portfolio now!

Adaptive Game Music: Introduction

20 Oct
October 20, 2012

Imagine this scenario in your favorite shooter game: Your player is battling through a bright and dreary multiplayer map against her friends. She takes refuge in the second floor of a building, accompanied by urgent music with a sound of morbid intensity.

This music is an orchestral arrangement of strings, horns, and drums playing in your player’s headphones. There are no enemies in sight–for now. As she stops and crouches at the dimly-lit window, the music subtly lulls to a less urgent volume. Your player dawns her sniper rifle, settling into the shadow of the windowsill. She knows the other team is coming, and her position is perfect.

When she looks down her scope, the mix of the music shifts slowly, until almost all she hears is the rumbling drums beating along to the rhythmic sound of her character’s breathing. She aims directly at a corner of the only building the enemy has for cover.

Read more →

Vision — An Excerpt

I have a vision of the experience I want my players to enjoy, something never¬†quite¬†realized in the history of game development. It’s a vision perhaps conceived out of ignorance or naivety, terribly overwhelming in its execution and logistical implementations. Yet, I can’t escape a deep and consuming conviction that I’m on to something big–something that may actually redefine the standards of our industry.