Projects that all have a considerable interface component that I've designed and documented.
CHIRONOMY | Fall 2024 - Spring 2025
Chironomy is a piece of software that is designed to enable the creation and performance of electronic music through the physical interface of a generic video game controller. It was developed over the course of a year and a half in a visual/audio programming language called Max/MSP (distributed by Cycling '74), and a prototype is currently downloadable from the link below. Video documentation of performances using Chironomy are also available on my YouTube Chanel, all of which can be found at the link below:
Etude for an Internet of People | Spring 2024
This piece revolves around a web application that allows users to record audio and immediately playback their recordings on loop through the use of a single, screen sized button. Distributed with a QR code, this app aims to democratize interaction with one’s surroundings through the medium of digital audio. Simultaneously, the app turns any group of users into a network of nodes that process data in a manner hopefully analogous to the social interaction they already perform. The resulting work aims to grant compositional authority to a group of people while facilitating constructive interactions through technology. As of Fall 2025, I am currently developing a second version of this piece designed to give users more control over their sonic experience, and I'm planning to work in Godot.
Etude for Gyro-Controlled Synthesizers | Spring 2024
This piece uses the gyro sensors on a smartphone to generate MIDI data, which then controls a variety of set parameters in the software synthesis and effect plugins Xfer Serum, Image Line Fruity Convolver, Image Line Multiband Delay, and Lese Codec. In conjunction with a timeline that changes parameters in a global sense, this piece aims to establish a concrete link between the physical gestures of the performer and gestures within the stereo field.
Butterfly Garden | Winter 2022-2023
A collaborative work between myself, visual artist and Geoscientist Katherine Chambers, and Computer Scientist Gawain Liu, this virtual reality experience was created over the course of a four week long period in the winter between semesters at Oberlin. The first few weeks of this workshop provided us with information about mechanics within the game engine Unity 3D as well as basic instruction in the programming language CSound and the ways in which the two softwares can interact. We used a landscape builder to create an environment that minimized render distance to ease strain on the GPU and a particle system of butterflies rendered as manipulated billboards. The butterflies were illustrated by Chambers, who also provided a number of facts about butterflies in a voice over I helped her record. The entire VR experience was meant to replicate a documentary about the mating season of Monarch butterflies in an immersive environment. Sonically, I created a generative sequencer and basic FM synth within CSound which, combined with nature recordings, created a soundscape akin to the nature documentaries that inspired the creation of this work.
Small Little Red Cube | 2022
This piece was created as part of a greater capstone project I did during my time at the Pembroke Hill School in Kansas City, Mo. In this project, I explored and compiled language about the interactive music found in video games and placed this music within the greater contexts of academic electronic music and the internet. To put the ideas I had written about into practice, I created an adaptive score for a brief demonstration of Unity 3D which was created by my friend and colleague, John Shorter. The piece is composed of several layers of fixed media ranging from granulated recordings of a Vintage Stock to square waves reminiscent of the Commodore 64 SID chip to instrumental samples that I felt evoked more modern interactive experiences like Minecraft and Portal 2, among others. These layers change in volume in relation to the user’s position within Shorter’s interactive environment, creating a unique musical experience which relies on my divestation of compositional agency to the user. As a separate exercise, I composed a ten minute long fixed media arrangement of the audio layers akin to a Video Game OST.
Ianua | 2019 - Present
Ianua is the music production alias of Savino Go. Read more about its inspiration, creation, and aims in this article.