As part of my PhD in Computing at The Open University in Milton Keynes, the United Kingdom, I wrote a thesis titled Automatic Generation of Dynamic Musical Transitions in Computer Games. I was supervised by Robin Laney and Alistair Willis.
My thesis explored the use of musical transitions in video games and how they influence the player’s experience during gameplay. One outcome of the thesis is an environment created in Unity that made use of a new transition algorithm that took player interaction into consideration.
This project is still ongoing, but links to the final dissertation and game environment will be provided soon.
As part of my MSc degree in Games at the IT University of Copenhagen, I wrote a thesis titled Reinterpretation of Music Based on Visual Cues in a Virtual World. I was supervised by Dr. Julian Togelius and Dr. Mark J. Nelson.
My thesis explored the idea of procedurally generating music that reacted to a player’s surroundings in a 3D environment. The music generation was done by interpreting the results of 1D cellular automata. The music also changed depending on the colours on screen, as well as the speed of the player.
All the graphics in the game were made by Ioana Marin.
An in-depth explanation of the project is given in the thesis documentation.
The game may also be played by downloading and extracting the files to a folder on your computer. No installation is necessary.
The aim of the game is to pick up treasure chests that spawn randomly in the middle of the map and return them to your castle. You can carry up to 4 different chests, so sometimes it might more advantageous to pick up more chests instead of going back and forth. However, some chests contain bombs, which make you lose all the treasure you’re currently carrying. Furthermore, players can push each other around, either to push them away from treasure chests, or to push them ONTO treasure chests, potentially making them pick up a bomb. The gameplay was designed by Anchel and I, the graphics and sound were made by Anchel and the programming and music were made by me.
I recently participated in the No More Sweden 2012 game jam, which was held in Malmö, Sweden. I arrived late due to work and thus decided to make a game on my own in ActionScript 3. I initially based my idea as being a black and white shooter set in someone’s imagination, but as the game evolved, it turned into a more cyberpunk themed game.
The game is an arcade style shooter, where you control a “spaceship” and must defend yourself against oncoming enemies that usually come from the top of the screen. There are 4 different types of weapons in the game and 4 different enemies. Since this was done during a game jam, the game was made in 48 hours. I created most of the art and all of the sound and music, as well as did the programming for the game.
I believe there is still some interesting design space that can be explored in this game, so I hope to continue working on it when I find time.
Florian’s is a 3D puzzle platformer game with no direct combat that is set in a steampunk circus world. You play as Marcel, a wooden puppet who is out to rescue his friends from the evil puppetmaster and his twisted circus. The game’s main mechanic is the transformation of Marcel, allowing the puppet to turn into different states. In our vertical slice, we have implemented 2 different states: wooden and clockwork.
The game was created by a team of 8 people using Unity for the Game Development course at ITU Copenhagen. My role in the production was as a project manager and team leader as well as the team’s sound designer and music composer.
I used SCRUM to organize the team’s performance throughout the project, with sprints lasting a week long. For music composition, I used Ableton Live as my digital audio workstation.
You may listen to or download the music from here.
The slides that I used to pitch the game in class may be downloaded from here. (PDF)