Listen to the themesong:
Listen to the themesong:
Here’s a new vocal trance track I released at Evoke 2013. Got placed third in the mp3 music competition.
There you go:
Evoke 3:30 Edit:
An entertaining seminar I held at the demoscene party Revision 2012.
What makes a good song? I will try to answer this ultimate question once and for all.
This presentation is about the effects of music and how to achieve them. From a pragmatic standpoint I talk about how to use knowledge of audience expectations, clichés and stereotypes to achieve certain predictable effects. The presentation again features hand-drawn slides and live demonstrations. This seminar is for everybody interested in music and creativity in general, many of the presented concepts can be applied to other forms of art just as well.
Here are the slides for further enjoyment:
Revision 2012 seminar slides
This is the unedited recording from Revision 2012. The original file is available at scene.org. Thanks to the Revision 2012 seminar team!
Revision website: http://revision-party.net
Listen to the extended version:
Earworm is an innovative game for Windows. You make the soundtrack: All music is arranged in realtime based on your game-actions.
Can you find the supersecret Keycombo for starting the game in the supersecret HappyHardcore-Mode?
To run the game in fullscreen-mode, set “fullscreen = 1″ in earworm ini. Resolution and quality settings are there too. THE GAME IS OPTIMIZED FOR 16:9 ASPECT RATIOS AND HD RESOLUTIONS! But 16:10 will most likely also work.
The game features a realtime sample-playing and sequencer-engine which recombinates samples and loops based on musical criteria, completely controlled by the game.
It even features dynamic processing and turntable-like control of playback speed. The idea was to write a game music synthesizer with a simple API like
- play a song
- change to another part of that song at the earliest possible opportunity
- react appropriately to fuzzy dramaturgic measurements like “amount of danger”
- smoothly change tempo
- play stuff in parallel
Of course, the result has to
- always sound good, “musical” and “fitting”
- stay always in sync with the game
- never stop
So I hacked a lot of assumptions about the structure of music into the controller engine, and came up with a manageable system of describing “songs”. The possibilities and permutations are without limit, I will most likely further explore the area of realtime interactive music and visualisation systems.