A passion project into the foray of Spoken Word. The way I approach composing is much in the same an actor acts – putting yourself into the position that your character is in, and figuring out what emotions that you yourself would be feeling, is exactly how I want my music to flow, something familiar yet told in a unique new way.

With a burnt-out navigation system and a low level of supplies for your crew to survive. Join this 2-6 player co-op adventure where you’ll be randomly warping throughout the outer reaches of space in a desperate attempt to live long enough to make it home.

A choose-your-own-adventure style space exploration game which will release late 2017. The game centres around warping throughout space, and dealing with what faces you when you come out of it. Sometimes it’ll be friendly NPC’s, sometimes it’ll be right in the heart of battle, or it could be absolutely nothing at all.

The music direction I was given was to combine orchestral music with electronic (with more emphasis on the former). With the outcome of the warp being mostly unknown, I made sure the crew’s emotions would be what is reflected in the soundtrack. I also wanted to ensure that the soundtrack is very fluid, being able to change at a moment’s notice, so through the help of middleware (FMOD), I programmed all the music to transition smoothly, and in the case of battle music, to be able to switch between ‘tension’ and ‘battle’ very quickly.

The end result reflects the player’s actions, regardless of how quickly the crew responds to what is happening in the game.

Amongst a civil war in an alien world, you are sent to bring peace to the Nekodama Catastrophe. But secrets run deeper than what’s on the surface. Can you uncover the truth and save the population?

A video game that sadly never came to completion. Nekodama Catastrophe was to start off as a simple ‘hack ’n’ slash’ arcade style game, which progressively got darker the further you ventured throughout the adventure. With no narrative being given, the story was to be told through the level design and the soundtrack.

With this said, all the music had to be loopable, had to explain the emotions of the character, and the emotions of that level. The end result is where the early levels have high-energy electronic music, progressively turning into darker abstract, ambient music, to reflect your character becoming downtrodden and overwhelmed by the truths you’re uncovering.