Constellation is a 3D music sequencer project i have been involved with for several years on and off in the Unity game engine. It is a unique music application/experience based upon the idea of being able to rotate a musical idea along a 3D while viewing it on 2D screen. The name of the app is based on the phenomenon that any given arrangement of stars in a constellation is not actually equidistant from the viewer. Instead stars are at different levels of distance from the viewer. Thus rotation of the constellation from a center point would result in vastly different patterns than what was originally perceived.

The basic idea revolves around a fairly common grid based sequencer approach that many application and hardware sequencers take, where pitch is controlled by the vertical (Y) axis and time the horizontal (X) axis. In this case, however i have a third axis, making the design a 8x8x8 cube. This last axis (Z) controls timbre with different instruments playing. Rotating the cube then not only changes what notes or pitches are playing at various times, it also changes the instrument used to play them. Because the sequencer rotations are somewhat constrained in terms of outcomes, the resulting transformations of the sequence can be heard as more or less distantly related to the original idea, but in a slightly different manner than typical motivic transformation via inversion, retrograde and so on.
This prototype uses Csound as the sound engine running within Unity as well as a rudimentary cross modulation between layers. Future expansions will revise the interaction to be more intuitive, and will have a 16 x 16 x 16 cube, as well as many more cross modulating and processing capabilities.

Pearl – Pollen Music Group (Gear VR)

Did consulting work for Pollen Music Group through Intonic contract, analyzed the code in Unity to determine best approaches for integration of ambisonic audio with Easy Movie Texture’s FFMPEG based video playback on GearVR platform.

Video is best played back on Chrome, Edge or Firefox on a device supporting side by side 360 degree video.

Shadow Puppeteer – 2015 Sarepta (Audio Contract for Studio Jory)

Metaphysical Media was privileged to work on this critically acclaimed co-op physics based puzzle platformer. We provided audio implementation assistance to Studio Jory in this Unity based PC and Wii U title using Fabric audio middleware. Duties Included light scripting, configuring of scripts, configuring trigger objects in the Unity scene, and communicating needs to the Programming Lead.

Awards & Recognition:

  • “Winner «Shadow Puppeteer – Indie Prize Europe: Director’s Choice Award»” – Amsterdam, February 2015
  • “Winner «Shadow Puppeteer – Game Connection Development Awards: Most Promising IP»” – San Francisco, March 2015

Brainventures – Kizoom

For this iOS based educational title I worked closely with the founder and the audio director to realize a whimsical, fun series of games oriented to teach children about the brain. This involved designing and implementing all sound effects and music in Unity using Master Audio. Definitely a fun challenge!

Little Deviants – Scion XD campaign (Attik)

I designed all sounds and music for the Flash-based promo website created by the Attik ad agency for the Scion XD launch campaign. This campaign used Tim Burton-inspired horror featuring the Little Deviants assaulting the boring Sheeple. The site consisted of ‘chapters’ – short cutscenes with VO, usually followed by a simple game. This was two weeks of intense but fun work of creating Deviant and Sheeple voices, sound effects and several loops of music. All content except announcer VO was delivered and then implemented by Attik into the website.

Click here to Play (Needs Flash to view)

NOTES AND DISCLAIMER: I do not own the copyrights for this work. Use Passcode SLOG to unlock all of the chapters.

Essential Game Audio (Focal Press)

I designed all of the music and sound effects for this title to accompany our book The Essential Guide to Game Audio. Both the book and the app were published by Focal Press. I also programmed all of the interactive game examples in the app (The Holodeck section) which also featured videos and quizzes. The developer was Zephyr Media and Teravision.

Music Maze – FMOD and Unity demo

This demo is a video of the Music Maze game lesson from the Game Audio Institute. There is a link to a video of the FMOD demonstration and a link to a WebGL version based on Unity (FMOD does not work in a browser currently). I designed this level in Unity in order to show students how you can use different types of interactive music to navigate your way through a maze that only has two directions. In one direction you’ll get progressively positive reinforcement and in the other direction the feedback will be increasingly negative. This game lesson is available in FMOD and Unity audio based flavors through the Game Audio Institute.

Click here to Play in WebGL (only on Mac or PC for now)

Use arrow keys or WSAD and mouse to navigate your way through the demo.

Mysterious Warehouse – Fabric Demo

This demo shows the power and usability of Fabric as well as Unity’s Mixer objects and plugins for creating interesting and immersive sound environments. This Screenflow video annotates the various Fabric features I have employed. The level I am using is from the Game Audio Institute’s Mysterious Warehouse ver 2.0 game lesson. This lesson is based on an older Unity demo which I adapted and designed a simple puzzle based game around, along with some programming assistance from Graham Pezzutti. This level will soon be available from the Game Audio Institutes website as a Unity based lesson with a Fabric-based add-on module.

Hyperpiano DSP

Probably one of my most ambitious projects, this tangible interface was the first step in trying to create a portable prepared piano of sorts. It utilized a custom interface featuring piezoresistive fabric ribbons on a conductive copper base, using objects that had Reactivision fiducial symbols that would be recognized by Reactivision via an overhead webcam and turned into data that would control instrument switching in MaxMSP using a fluidsynth object playing samples of prepared piano. Sensor data for the ribbons (onset and resistance value) were sent to Max via a SlipOSC code installed on a Teensy microcontroller. Additionally extra controls over the sound were possible by adding a Korg Nanokontrol. The included clip is a demo video, briefly explaining the setup. A short performance clip is available here:

Many thanks to Adrian Freed of CNMAT for invaluable assistance with materials and use of the Teensy!

Time Flock (Cat Cannon Games)

This started out as an entry for the SF Indy Game Jam. The basic plot is that you are a bird that needs to escape and you can slow time down but if you hit an obstacle time reverses and you have to try again, only you have time clones of your previous self to have to take with you. I provided a few high energy music loops for this fun, quick project which was made available on Google Play for a while.

David Geisert – programming and design
Adam Rickert – art and design
Scott R. Looney – audio