My favorite way of expressing myself, hosted on YouTube.
Educational videos that analyze video games to teach viewers of any experience level about game audio design, music theory, and video game design in general. I also use the format for occassional potpourri videos. Thanks to DavoGato for game footage used in these videos, and to Wolfgang for script editing help.
I got the chance to interview Stijn van Wakeren and Melissa Kragten, my friends and two game designers of the indie game Here Comes Niko! We talk about the process of creating a wholesome, chill game world, gameplay tailored for an audience, and creating a rich soundscape. You end up wearing a lot of hats as indie game developers!
The Wii game Wii Play featured some cute little minigames that showed off the Wii Remote's functionalities, but the last minigame in the series, Tanks!, goes way further than that. Join me in breaking down just how intricate a soundtrack can get starting from a tiny packet of gameplay and music.
Here is a supplemental chart explaining the musical layers employed in the game.
In the underwater exploration/survival game Subnautica, the surface of the water always shimmers with a circular refraction of the sky above it. In this video, I describe this peculiar optical phenomenon, called Snell's window, and how it suspends one's disbelief of virtual water.
The sound of karts passing each other in Mario Kart may seem innocuous, but it's a realtime Doppler Effect. In this video, I explore how one might program such an effect, for a single-player or local multiplayer racing game!
A stylistic exploration of Five Nights at Freddy's sequels to show the many applications of sound intensity, an abstract pillar of sound design.
Delighted to speak with the composer for A Short Hike, the cozy exploration indie game, about how he used adaptive musical layers to give the in-game island an auditory map.
Not educational, but a personal reflection on the year 2020, and looking ahead.
Pan-Pan is a charming little puzzle game with a minimalist atmosphere and an ethereal, synthesized soundtrack. With help from the game's composer/sound designer, Simon Viklund, I discuss how that soundtrack adaptively changes across the environment you explore.
Pikmin 3 Deluxe offers some unique realtime compositions while you battle its largest creatures. In this video, I create some flowcharts to break down their musical structure!
For Halloween, a spooky analytical video on the many roles of audio in horror games, and how they led the breakout horror game Five Nights at Freddy's to major success.
I adapted questions from my audience into a video that explains my video-making process, my background in music, and more!
I talk with Brian Schmidt, a pillar of the game sound community, about his fascinating career, and about GameSoundCon. And he has some questions for me too!
A collaboration with Austin Wintory, featuring an analysis and his own reflections on creating the soundtrack to a surreal, sublime oceanic adventure game. Special thanks to Austin Wintory and Dallas Crane for help with production.
Tips and secrets from casual animal villagers for creating a welcoming, accessible soundscape and UI.
A video for fun, a fictitious murder mystery in exactly 60 seconds.
And here's to many more!
Commissioned by FMOD, a look at the concept of adaptive audio, and why it's so useful in video games.
A clever facet of the iconic franchise's music that feels fast, but not too fast.
The smallest, least noticed details of sound design in the Legend of Zelda tie the experience together.
How does a punk band of sea creatures set the mood for the last minute of action?
The game Pikmin 3 provides a great overview of not just how sound effects get refined and detailed, but why.
Each "What I Love" video ends with an arrangement of the channel's main theme. This video celebrates a year of video-making by compiling them.
A scientific and musical look at a peculiar sound phenomenon in microwaves and other appliances.
ARMS is a game with very specific choices to its soundtrack. I examine the culture that inspired it.
I put Super Mario's abundant leitmotifs in a music-theory context.
Exploring details of creature and character design in the 3D models of Pikmin 3.
Original films with handmade animation, original music, and love.
A fan Pikmin animation, with a lot of references.
Guided meditation about rhythmic breathing.
A matter of perspectives.
Instructed by Jungmin Cha.
On the nature of texting.
A zipper-clasp hero to the rescue!
My appearances in and help with other video works.
Recreating the core elements of play in the Pikmin games. By André Cardoso. I created music, sound effects, and 3D assets for this video.
A radio broadcast with Marley Townsend. I was a substitute co-host during the latter half of 2019, during which we had some chill, insightful conversations about our favorite games.
A conversation with Jasper, creator of https://noclip.website/, about their work on Nintendo environment design appreciation, and deeper insights into how The Legend of Zelda: Wind Waker lights its scenes.
A compilation of poupourri videos that had to be exactly 60 seconds long. Over 20 video essayists were involved. For my entry, I wrote a small murder mystery.