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Category Archives: music

Musical projects I’ve done, generally under the name VORPAL.

I never claimed to be any good at video editing, but the more I work on level design the more I’m struck by how badly screenshots fail to convey what it actually looks like walking around in a level I’ve made. Videos are still a far cry from the feel of walking around in there for real, but offer a much better look at the “feel” of the work than screenshots can. I’ve paired this short clip with some music I’d like to publish maybe later this year.

Oh yeah, I’ve finally gotten around to putting my résumé up here where it belongs. Available in the poorly formatted beauty of my WordPress page or as .doc or .pdf.


I entered an official Peter Gabriel remix contest that I heard about only a few days before the deadline. Amazingly, the very strange and jarring remix I made in about six hours finished in 33rd place out of 550ish entries.


I just finished an art installation with video game designer and new media artist Paul Warne.  It’s a winter-themed communications portal happening throughout the month of February between the Grande Bibliothèque National here in Montréal and the the CODE art festival at the 2010 Winter Olympics in Vancouver.  Paul designed everything, I made the music and sound effects, and a small team at  La Société des Arts Technologiques handled all the hardware and programming.

More information at the SAT’s website (in French only): here

A quick promotional video follows. I hope to have some footage of people interacting with it during the installation to put up later.

I entered and won 1st place in a remix of this great song from Phoenix-based band Mr. Meeble, borrowing a chorus from the eponymous old standard. I don’t normally write music like this, but the spoken word in the song lent itself really well to a fairly straightforward drum n bass version.

remix of Mr. Meeble’s Raindrops

original ::

MindHabits is a series of games based on the psychology research of Dr. Mark Baldwin from McGill University. The games are adaptations of his experiments, which show that social anxiety and stress can be reduced by training the mind to pay less heed to negative input and actively search for positive input. The games have been translated into various languages, are sold internationally, and been written about in numerous publications from The National Review of Medicine and New Scientist to ABC News and NPR. Last year it was listed by Branham 300 as in the top 25 Up and Coming Canadian IT firms.

Finally, it was voted Best New Videogame of 2007 in the Great Canadian Videogame Competition.

I created music for the prototype versions of this game, wrote the instruction manual, official newsletters and some promotional materials, and made 100 of the 200 levels, 25 for each of the 4 games that come packaged with it. I also managed the localization projects for the German, French, Spanish, Italian, Russian, Polish, and Hungarian versions.

Gestalten is a book publisher, a curation, promotion, and design firm based in Berlin, with offices in Tokyo, London and New York. They also make an extremely cool series of webcast videos to promote artists and designers. They have used several of my songs in this series as soundtrack music.

I’m including serveral links of these videos I contributed to below; the entire series can be seen here.

Vodpod videos no longer available.

more about “ :: Studio Makkink and Bey“, posted with vodpod


Vodpod videos no longer available.

more about “ :: Data Flow“, posted with vodpod


Vodpod videos no longer available.

more about “ :: Fully Booked“, posted with vodpod


Vodpod videos no longer available.

more about “ :: ContainerPLUS“, posted with vodpod


Vodpod videos no longer available.

more about “ :: Stephen Burks“, posted with vodpod


Vodpod videos no longer available.

more about “ :: rAndom iNternational“, posted with vodpod


Vodpod videos no longer available.

more about “ :: Sheikh Majed Al-Sabah“, posted with vodpod


Projet Aïma was the final student project for Ubisoft’s internal school in 2008. I was called in as Music Lead to create original music for the video game, to help create the feel of a fully professional development cycle. (The school also created packaging materials, full game design documentation, recorded audio dialogue and cutscenes to this end). I created the majority of the music for the game, although I had some help from Wisp who has since signed to Rephlex Records. I actually ended up using a great track of his as the title track for the project.

I worked side by side with the future level designers to place the sounds physically in-game with the Valve Hammer Editor, the engine used in the Half Life and Left 4 Dead series of video games, among others.

We did a few interesting things that pushed the music integration of what is normally seen in Hammer games, usually employing small and simple tricks. They were not conceptually difficult but simply had not been done before that I’m aware of: 1) we had musical tracks that unfolded in sync with your progression through the level, and 2) we made some inside/outside spaces where it sounded like the music was coming from the void and when you entered into buildings the music sounded muffled as if it was still coming from outside.

Theme from Aïma – VORPAL

Video(s) coming

An amazing up and coming New Zealand filmmaker (Shahir Daud) has done a short video about the sport Parkour, using my remix of Erik Satie’s Gymnopédie No. 1 for the soundtrack. It is really well done, and it was #1 on internationally there for a little while. It has been featured on TV shows in France, Germany, and New Zealand, possibly elsewhere by this point. Here’s a link to the Youtube-hosted version in case anyone wants to save it or vote on it.

I’m a doing a short headphones-only set for Mutek again this year, in association with Le Placard. Headphones will be arranged around comfortable beanbag chairs in a darkened room in the basement of the SAT, and many artists will be playing for pretty much two solid days. See me at 22:00.

Paul Warne standing within his 3d creation

The Chamber of Hollowfields is an amazing and physically immersive 3d projection shot in a room across many layers of cheesecloth, each piece of fabric acting a screen for the images yet also allowing the image to pass through and be magnified on each subsequent screen. This creates the impression of looking at something in three dimensions, and it is even possible to walk into it and stand between layers of the projection. Designed by Paul Warne, it has been shown in the US and Canada for several years now in various incarnations since 2001; It has won at least one award that I’m aware of and it was part of a larger exposition he curated called The Luminarium, which was a feature of Pop Montréal in 2008. I contributed a good deal of the audio to this particular incarnation, though I do believe it has changed and expanded since then too.

I’m including a video, but it doesn’t really it do it justice.