I've made various personal creative projects related to video games – video game mods, 3D models and textures, animations and more, harnessing and improving computing-related skills such as programming, software development, design and testing – while also independently releasing various albums, singles and EPs I’d made on my computer online under an Internet pseudonym, incorporating my skills as a keyboard player into learning the music composition and production process.
While progressing through Games Design and Production at The University of Salford, I have been able to apply my knowledge and skill with computers and music into my course projects while continuing to produce work independently and collaborate with friends on both music and video game projects and develop an understanding of expectations for working within the entertainment industry.
I assumed the role of Game Designer, Music Composer and Producer for an untitled game project I worked on with peers in the second year of my Game Design & Production course, while also undertaking some project management responsibilities. Our game’s core concept was built around solving puzzles between different ‘dimensions’ or ‘timelines’, accessible through portals, by interacting with environments in different ways, like manipulating physics objects or contraptions, changes in the environment that would affect the opposite dimension in an equivalent way.
Along with illustrating and demonstrating the mechanics of the game with a short Unity prototype presentation and level sketches, I also contributed to programming efforts, collaborating on writing the player movement controller, public methods for the game UI to reference, and limited implementation of dynamic music and sound effects into the game using Unity’s built-in audio functionality instead of a middleware like Wwise or FMOD. The setting of the game we’d settled on was a mix of futuristic and vintage early-20th-century scenery, tying in with the game’s portal/time-travelling mechanics and inclusion of old timelines in its story. The two tracks I composed for the game aimed to reflect that – A looping moody, downtempo jazz track with light degradation effects to represent the past, and an airy, processed techno track to represent the future sections of each level. Reflecting on this work, one of the things I’d change about the implementation of music, using a middleware like FMOD or Wwise to better implement dynamic music into the game with stem variations, which would allow for making the music sound less static, even with the decent length of the songs.
Music for (Mostly) Games
Compilation of music for creative projects I've collaborated on the past 2-3 years.
Personal Musical Projects
Selection of music I've made under the name Azurite.