🎮 24 HOUR GAME MUSIC HACKATHON 🎮
🎮 24 HOUR GAME MUSIC HACKATHON 🎮
Soundbox 8: DRIP [drizzle.rain.ice.intermedia-performance] Presents
(The First Ever)
🎮 24 HOUR GAME MUSIC HACKATHON 🎮
featuring ORIGINAL GAMES from the OSU Video Game Development Club
Submissions are now closed
Learn More About the First Ever 24 HOUR Game Music Hackathon!
Raza Ahmad traveled this path: Went to theater school. Learned directing. Went to film school. Learned some more directing, but kinda different. Knowing that neither theater nor film were 'smart bets,' got good with tech and made a living that way. Inevitably or fortuitously, this led to games. Joined Google circa 2011 to do odd jobs related to an Alternate Reality Game played using mobile phones and location data. That went fairly well. Helped launch a game called Ingress, then a game called Pokémon GO, then worked on a bunch more games in that ilk, some shipped, some sunset -- such is the business. Continues to work the good ship Niantic (in its most current corporate restructure) doing things in the vaguely overlapped space of technological exploration, creative direction and unbridled playfulness. Has worn such titles as 'Creative and Game Director,' 'Senior Manager of Game Design' and 'Web Designer II.'
Peter Valsamis is a Los Angeles-based composer, drummer, music producer, and award-winning sound designer specializing in games and film. He has created music (for various companies, including IGT, Silicon Gaming, Wager works), and has led audio teams for titles including Transformers, Star Trek, Battleship, Jeopardy, Wheel of Fortune, The Price is Right, and projects for Sega, Hasbro, Macromedia, and World Golf Tour.
Peter's live and studio work bridges jazz, world, pop, and experimental electronic sound. He has toured and recorded internationally with artists such as Trance Mission, Emeline Michel, Cecil Taylor, Steve Lacy, and Martine St. Clair. He holds an MFA in Electronic Music and Recording Media from Mills College and a BFA in Electroacoustic Studies from Concordia University. His master’s thesis, Machines Drumming, explores sequencers and drum machines' influence on drumming practices. He recently composed a 50-minute orchestral score for the silent thriller Sign of the Claw (1926) for Kino Lorber. Peter teaches DAW-based orchestration and composing music for film and games for the Contemporary Music Industry Program via Ecampus at Oregon State University.
Matthew Boyle is a music theorist whose research examines the expressive uses of musical conventions in Italian-language opera. His current projects include articles on issues of pleasure in the operas of Gioachino Rossini, the analysis of recitative, and musical form in early two-tempo arias. He is published or forthcoming in the Journal of Music Theory, Music Theory Spectrum, Music Theory Online, Indiana Theory Review, and an edited collection published by Peeters. His article “Galant Recitative Schemas,” co-authored with Paul Sherrill, received the David Kraehenbuehl Prize and the Society for Music Theory’s Emerging Scholar Award.
I am the Vice President of the OSU Video Game Development Club for 2025-2026 and an independent game developer with four years of experience. My expertise lies in developing 3D games using Unity, with a portfolio that includes published titles across various genres, including horror, multiplayer, and strategy. Helped to organize this first ever 24 HOUR Game Music Hackathon!
A current Computer Science student and long-time game jam hobbyist with around 7 or so complete games, depending on how you count. His portfolio is primarily focused around fast-paced and inventive arcade games, a few of whom have been featured in the PRISM on-campus art magazine. In the pursuit of game-dev-pertinent skills, Max plays board games, runs Dungeons and Dragons, writes short stories, and serves as an officer in the Video Game Development Club. is a current Computer Science student and long-time game jam hobbyist with around 7 or so complete games, depending on how you count. His portfolio is primarily focused around fast-paced and inventive arcade games, a few of whom have been featured in the PRISM on-campus art magazine. In the pursuit of game-dev-pertinent skills, Max plays board games, runs Dungeons and Dragons, writes short stories, and serves as an officer in the Video Game Development Club.
Grammy-winning audio engineer with over two decades of experience in film scoring and music production. Recognized for contributions to high-profile projects like EA Skate and the Max Payne film adaptation, as well as Calling All Dawns - in the Guinness Book of World Records as the first video game theme to earn a Grammy (Civilizations IV).
Jason Schindler is currently a Research Program Coordinator for OSU’s College of Engineering. He’s also the president of the Corvallis Folklore society, helping produce and curate folk music and dance events in Corvallis for over a decade. A longtime appreciator of electronic and atmospheric music and a KBVR DJ in undergrad, he’s recently gotten into electronic folk music production and dungeon & folkened synth music for video and tabletop games.
Studying both Logistics Management and Music, Jacob is a multi-instrumentalist who writes music in his free time. Primarily focused in piano and percussion, his only real goal when it comes to creating is to make something beautiful (or just really, really cool).
I'm Cooper (artist name supermumbo), and I've been making music for about 3 years. I mostly make Video Game Music and have worked on game soundtracks in the past, once for a game jam and another for a personal concept project. I have a broad range of styles and influences I draw from, borrowing sounds from previous generations of gaming like the NES, SNES, GBA, etc. I'm participating this year in the Game Music Hackathon, and I look forward to working with game devs and get some more experience making music for games!
Event Details:
Game Developers and Music Composers are Strongly Encouraged to Pre-Register Intent to Participate in Hackathon (May 1-2) (Return to the FORM to FILL OUT INTENT)
Date: Thursday, May 1
Time: Starts 12 p.m. — Need Team or Representative of the team to Register (in person/or online!)
Ends Friday, May 2 at 12 p.m. — Need Team or Representative of the team to Register (in person/or online!)
Location: Online (ZOOM LInk will be sent to those registered) or at PRAx Ray Theater
Date: Friday, May 2
Time: 5 p.m.
Award Ceremony & Prizes to follow! (TBC)
Your game submission should include an approximately 2-minute gameplay video of a functional prototype. The game should feature some art to help composers understand its style and themes. Ensure the game has an important event that allows the music to change, showcasing at least two different intensities or situations. The video should also include a victorious ending. Composers will work on 2 music loops and a win stinger.
Examples:
You are about to enter a boss fight
You are close to winning
You have an environment that can change intensity based on location, encounters, etc.
You have a transition into a new part of the game
For your submissions, please provide:
Game Video:
An approximately 2-minute video clip that conveys the overall aesthetic, setting, and style of your game. If available, you may also submit a playable version of your game that can be accessed online, preferably via a WebGL export on itch.io.
The submitted video should include opportunities for the composer to create two music loops, each no longer than 1 minute, that play one after the other. These loops should reflect a shift in intensity during gameplay (e.g. exploring mode and combat mode). Additionally, the video should include a victorious ending to allow for a music sting. Music submissions will be synchronized to the video and not implemented into the game.
Game Design Document:
A game design document that is at least mostly filled. An example of a game design document can be found here.
Include as much detail as possible to help the musician(s) understand your creative vision and the type of music that would best complement your game. Additionally, be prepared to communicate with the musicians within the 24-hour timeframe.
If you choose to use any of the composed music, please ensure that the composer(s) receive proper credit and that there is an agreement set up for copyright, etc.
As a composer, you will create two music loops, each no longer than 1 minute, that play sequentially (Horizontal Resequencing) and reflect a shift in intensity during gameplay (e.g., exploring mode and combat mode). Additionally, you will compose a win stinger for a victorious ending. The game designer will provide an approximately 2-minute gameplay video of a functional prototype, featuring some art to help you understand its style and themes. The video will showcase important events that allow the music to change, highlighting at least two different intensities or situations.
Preparation for Music Composers:
The game designer will provide a 2-minute video of the game where the music is needed, with indications of where specific music cues are called, either with an annotated video or an Edit Decision List (EDL).
Delivery:
Ensure the music is synchronized with the gameplay video and deliver the final video with the audio included.
Ensure the music is delivered by the specified deadline (Before May 2 at 12 p.m.)!
Collaboration:
Be open to feedback and ready to make any necessary adjustments to the music to fit the game's artistic direction and gameplay requirements.
Objective: Pitch games that are good candidates for simple development
Sections to Explore:
Discover Section (searching)
Conflict Section (searching)
Horizontal Remixing
Format: 48kHz WAV file that can be synchronized with the gameplay video and/or the gameplay video with the audio included.
Naming Convention: GameHackathon_TeamName
Deadline: Submissions by NOON on May 2 to DROPBOX (Link sent to team members)
Summary: Submit a 1-page pdf summary detailing team contributions, including names and email contacts.
Seamless loops
Quality of music (fit for the style, enhances or detracts from the game)
Quality of recording (live instruments, well-recorded, good sounds, loop points, balance, transitions)
To Be Confirmed
Peter Valsamis (Game Music Creation/Audio & OSU Faculty Member of Contemporary Music Industry)
Mathew Boyle (Music)
Video Game Developer Club (TBC)
Faculty (TBC)
And surprise guests!
For any questions or further information, please contact soundbox8drip@gmail.com