Music Design:

In today’s digital world, traditional music composition is only one of the multiple ways in which a musician can generate original content. Procedural, reactive and interactive musical systems go beyond what historically was known as a “composition”, and therefore need to be mentioned as parallel techniques in the wider umbrella of Music Design.

MUSEUM MONSTERS (experimental video game)

(Unity)

I collaborated with coder and artist Horațiu Roman to develop MUSEUM MONSTERS. I produced and designed all the procedural music, while Horatiu did everything else (he is a genius!). The project was made possible thanks to the support of the Research Museum Commission of the Leibniz Association. The game runs on the browser (desktop) and it was made in the Unity Engine.

www.museummonsters.de

In C: Algorithmic Live Performance

(Ableton Live, Max/MSP, Touch Designer)

For this electronic performance of Terry Riley's seminal work In C (1964), I sequenced and programmed an Ableton Live session that is capable of playing the entire piece without any human intervention beyond one initial mouse click. The data of the session is also sent in real-time to Touch Designer to create generative visuals on the fly. Since the development of the piece is determined via probability, every performance is slightly different. This unedited 50 minutes long recording of alive performance only shows one version from an endless pool of possible ones.

Balldrop4Live: A chance sequencer

(Unity, Max/MSP, Ableton Live)

Inspired by Balldrop by Bauxite, this sequencer reads the collision and speed of impact of each ball in the drawing display (made in Unity) and translates the data into OSC. This data is then collected by a set of custom Max/MSP patches inside Ableton Live. The patches can also send data to the game display and change its behavior from Ableton Live. This 20-min video explains how the system works. The source code can be downloaded from my Github.

Egeo, the Star Shitter (videogame)

(Unity, FMOD)

This Universe was created so Egeo can eat. Egeo is not in a good mood today. "Eat all the planets", her mother always says. In this little experimental game (designed by arturitoproductions), the player is tasked to feed Egeo and create a universe. I approached the sound design of the game with the objective of making it a fully playable wind chime instrument. In this video I explain briefly how I did it.

Generative Retro Synth in F

(Reaktor 6)

My objective for this project was to create a sort of music box that generates new music by itself with one single mouse click. The patch can be downloaded for free here (requires Reaktor 6 to run)

More examples on my Youtube Channel.