Field notes / game audio / scoring systems

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Blog

Blog

Writing on adaptive music, game audio implementation, cinematic scoring, and the systems behind interactive sound.

Writing on adaptive music, game audio implementation, cinematic scoring, and the systems behind interactive sound.

Writing on adaptive music, game audio implementation, cinematic scoring, and the systems behind interactive sound.

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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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Tony Doubek Music

Tony Doubek Music

Blog · Adaptive music notes · © 2026

Blog · Adaptive music notes · © 2026