Rooms uses a 3D game engine to simulate an environment which I can move through and interact with. My movements and interactions, as well as the state of this virtual world, control a generative musical composition, thereby creating a dynamic soundtrack to the visual aspect of the piece. The narrative arc of the piece describes a series of forceful escapes from oppressively constraining structures towards eventual freedom.
April 6, 2011
Met with Rob Hamilton to talk about 3D game engines for musical environment development. He told me the UDK and Quake 3 engines don't seem to support much in the way of generative/procedural geometry. He also said he'd set up a meeting for me with Chris Platz, and let me know about the upcoming meeting with Activision about a potential research project to create generative game music.