Some driving rhythm and pulse on the modular synth, driving an oscilloscope-like shader
Hit Record = (sound + music) * (art + tech);
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Granular Ambience exploration using Borderlands iPad app with overlayed images
Sound Garden Synth Session: Mandatory Pink Floyd Sequence Pattern
Sound Garden Synth Session: Drowning in Drones
The Landscape HC-TT is a fun and unique sound design device built for manual tape scrubbing. This is an example with my voice recorded to tape, manually scrubbed as its sent through some effects.
A quick capture of some Sound Design for Star Wars Squadrons, using my modular synth to mangle some samples into distorted drones and squelches. Designs to be edited and layered into weapon and explosion sounds.
A couple of prototypes that mostly came to fruition from Plants VS Zombies Battle for Neighborville:
Gibberish generator that realtime drives mouth bones and triggers different animation states/gestures
2. Giving Damage feedback: regular and critical damage amounts pitch scaled to health remaining, also switching between regular and critical vanquishes (kills)
It’s a few years old now.. but thought i’d share some Tips, Tricks, Tools and Techniques from my time on the PVZ Franchise. I’ll break down some In-Game implementation and some Content Creation inspirations.
Designing Environmental Sound to be as Rich, Bold and Colourful as it looked was always an interesting process in the Plants VS Zombies Universe. Here is a Playlist of some of the wide variety of PVZ Level Ambiences
Some environmental sounds from Plants vs Zombies Garden Warfare 2
So many gameplay options in this game, from Single player quests to Multiplayer Online and Co-op adventures
Here is a Playlist of some of the wide variety of Plants VS Zombies Garden Warfare 2 Gameplay
Since I modified my Open Sound Control Max patch to work with a PS3 controller, I had to go ahead and port it as a MIDI controller as well:) I haven't made a MIDI version of a game controller, i'm glad I did as its proven very useful. I like MIDI and have a number of dedicated MIDI controllers I use but the many simultaneous inputs a game controller provides is unmatched by any traditional music controller.
You only have two hands so generally its only controlling 2 knobs at the same time, or one XY pad and one knob etc. My Max patch is still a work in progress as i'd like to still add some LFO, envelope and sequencer functionality, but in the meantime I was inspired by Charles Deenen's whoosh design template ( designingsound.org/2010/02/charles-deenen-special-100-whooshes-in-2-minutes/ )and thought it would be fun to make something work along those lines, borrowing some of the ideas but using my game MIDI controller to control it.
I'm a huge fan of Charles' designs and have worked with him in the past so this was a fun experiment for me.
Instead of setting it up in a linear way with many tracks in ProTools I chose to use 2 samplers that can randomly load different content on only 2 tracks with select processing. Many, many ways to set something up like this, experimentation is important, and a lot of fun. Anyone need some whooshes?
Since I modified my Open Sound Control patch to work with a PS3 controller, I had to go ahead and port it to Max for Live as well. Its pretty much the same layout as the 360 version but with more features to support the sixaxis variables and button pressure values. I'm just experimenting here with a simple beat, some preset morphing and multi effects.
After connecting my bluetooth sixaxis ps3 controller to my mac and discovering that the sixaxis vales and button pressure get passed to Max, I had to make a ps3 version of my OpenSoundControl converter app. Plus its wireless so I can just completely lean back in my chair and have fun controlling stuff:) I'm showing some of its functionality with the brilliant sample layer tool created in Reaktor by Twisted Tools.
(twistedtools.com/shop/reaktor/s-layer/)
I've also seen the new ps4 controller which looks slick, can't wait to hack that as well.
This is a mix of multiple angles of a winning bet made at the Hastings horse races with my brother and brother in law. we ended up winning $300 on this race alone. good times
This patch started as an OSC game controller that I decided to port to Max for Live to take advantage of the device parameter control API. It was a pretty painless port, most of the work was trying to fit everything into the narrow UI space and attempting to execute a clever way to tab through the 5 pages of control options. I think it turned out pretty nice, its still got some bugs but is a lot of fun to experiment with.
As in my OSC patch, I’ve made each message range scalable for fine tuning control possibilities. There are 5 nodes for each joystick plus XY values which gave me 7 possible control parameters for each joystick! I also implemented an adjustable sustained noteout message when pushing the sticks down so I could trigger pads and arpeggiators with the same controller.
I again pretty much randomly assigned a bunch of controls to an arpeggiator, percussive synth, drum machine parameters, ambient synth, effects, effects and more effects:) Check the vid if you’re interested to hear some results. Sound starts at 00:18 seconds.