Field notes / game audio / scoring systems
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Notes from the studio

Game Audio
Why Use Audio Middleware
"Every adaptive audio system you don't build in middleware, your engineering team builds by hand instead."
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Game Audio
Writing Eden Rewritten
Eden Rewritten reimagines the iconic BioShock franchise score — some tracks expanded into full orchestral pieces, others reworked as immersive sound design. Here's the story behind the album, written as a dedication to my brother and the fandom that raised us both on Rapture and Columbia.
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Adaptive Music
What Is Adaptive Music in Games? A Practical Introduction for Developers
A practical breakdown of adaptive music for developers — location-based systems, intensity layers, RTPCs, switches/states, and why stock music falls short.
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Game Audio
“I Don’t Know How to Talk About Music” — Why You Actually Do
Not a musician? You still know how to talk about music. Learn how emotion, story, and texture can guide creative collaboration with your composer.
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Adaptive Music
Designing Infinite Atmosphere: How I Used Wwise for Aftermath
Using Wwise's randomized subtracks to turn a short musical idea into an endlessly evolving exploration loop — theme-and-variation composing meets game audio implementation.
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Composing
The Sounds of Drearburh
A love letter to Tamsyn Muir's Locked Tomb series: my original score for Gideon the Ninth's opening cinematic, imagined as a video game that doesn't exist yet.
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Composing
Revisiting "Ironbound" – Growth as a Composer
Revisiting a 2023 track with fresh ears — and fresh skills. A breakdown of what changed in instrumentation, reverb, timing, and mix balance two years later.
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