music for games + interactive

My earliest game music memory: Super Mario Brothers on the original NES. What would Mario—or Zelda or Halo or so many other amazing games—be without the music? I’m eager to hear about your game or interactive project and how I can give it the musical voice that will make it even more unique, enjoyable, and memorable.

I’d be delighted if you’d care to explore some of my music and music implementation work below. For even more music you can head to my scoring + composing page.


A SIMPLE PROXY SYSTEM FOR TESTING MUSIC INTENSITY LEVELS IN UNREAL + WWISE

When you can’t do it the normal way, but you can’t not do it… you find a way, right?

I wanted a simple way to experiment with interactive scores, implemented in Unreal and Wwise, that allows for things like changing combat intensity levels without actually having to build a game with NPC enemies, AI, etc.

So I made this proxy system. You can read more about it here on my blog.


FROM THE #7DAYSOFVGM 7-DAY COMPOSING CHALLENGE

One piece a day for seven days. Each of these rough tracks was produced in roughly an hour or two. I applied the “giant robots” theme to seven cues from one imaginary game for a unified sound with a story arc to it.


FROM THE #7DAYSOFVGM 7-DAY COMPOSING CHALLENGE – FEB. 2021

Just as with the previous entry, each of these unfinished tracks was produced in roughly an hour or two. Here, instead of one imaginary video game like with the “giant robots” theme, I treated each cue as if it was from a different game about the theme, “time travel.”