INSPIRATION

A few summers ago, I decided to rent a rustic cabin in rural Vermont in order to write music in isolation. On the whole the experience was very difficult for me; I had never felt that lonely before and my mental health definitely wavered. But it did put me in a place to write music like I had hoped to. While I never want to re-live that experience, I do sometimes wish I could briefly re-live some of the emotions I was feeling that allowed me to express myself musically.

Vermont is an audio-visual program intended to put me (and others) in the headspace of being in that cabin in Vermont. In the first part of the game you are able to walk around the cabin. It is serene and meditative, and there are no distractions around. Once you get bored or anxious, however, there is only one thing you are able to do: sit down at the piano. At the piano, you are able to look out a window and play your MIDI keyboard, where your notes fall as water droplets from the sky and the quickly passing days create filter sweeps of your sound.


TECHNICAL FOUNDATIONS

Tackling this project involved combining different skills. I had to work on my audio and visual programming chops in new programming environments, as well as think critically about design and the feelings my game would invoke in its users.

In order to get here, I first created two audio-visual programs. The first was a grid-themed time domain and frequency domain visualizer, and the second was checkers-themed step sequencer.


CREATION

Vermont was created primarily in the game engine Unity, the strongly-timed audio programming language ChucK, and the plugin linking them, Chunity.

This was my first experience using Unity and Chunity, and while the learning curve was steep, once I got the hang of it they were enjoyable to use.

V E R M O N T