Comedy Game SFX
SOUND DESIGN DEMO REEL 1
Procedural Reverberation
DYNAMIC VIDEO GAME REVERB
A prototype method for in-game reverberation, programmed in PureData. Designed to create a more immersive gaming experience by modelling naturally occuring reverb dynamics. Geometric and positional data is used to synthesise a space's reveberant field in real-time.
- Independant renders early reflections and diffuse tail.
- Implements dynamic early reflections, first suggested by the Interactive Audio Specialist Interest Group over ten years ago.
- Each surface produces a discrete first order reflection with it's own unique delay time and surround panning angle.
- Cheap to implement, the control layer responsible for generation and adaption of the reverb requires approximately 0.03% of a PS3 Cell processor.
For more information please contact me. Check out the video:
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ambSYN
JUNGLE AMBIENCE SYNTHESISER
Tweet tweet! A new Jungle Ambience Synthesiser developed in PureData, using procedural modelling techniques.

- 100+ creatures per ambience.
- Inc. granular synthesis module for layering with real ambiences.
- Breathe life into a tired sample library or simply make new, unique soundscapes!
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Free EP
ZOMG NO WAY!
Free to download drum & bass EP.
4BS0RB0Z01D
A VISUALISER RHYTHM GAME
Think Guitar Hero meets fl0w. A visualiser rhythm game that fuses music with gameplay. It's an experiment in Crossmodal Perception, exploring the effects of linking aural and visual signals.

The protagonist particle gains energy from sounds: the louder the sound the faster it moves. Changing direction in time with the beat fuels the particle and you score a point. Combo bonuses can be acheived by chaining moves together. Procedural level design for constanly evolving backdrops that adapt to the music. The soundtrack is Trifonic's Park On Fire. High quality video minus sync issues forthcoming...
OpenGL development beginning summer 2010.
MORE SCREENSHOTS AFTER THE JUMP...
Free Desktop Wallpapers
MATHS + CODE = COOL
4 downloadable 1280x800 wallpapers. Coded in Actionscript 3.0, they combine Maurer's rose equation with random number generation.