Music & Sound for clients
As the in-house composer & sound designer at Framefield GmbH, I’m on board doing soundtracks, sound design and voice-overs for interactive VR/AR/XR applications and related videos for in-house projects as well as for major corporate clients (such as Deutsche Telekom, Clariant, Jägermeister, Facebook, Innogy) that are internationally showcasing innovative projects. Check us out!
(2018) Welcome Above – virtual reality game
I’m thrilled to have done the music, sound design and voiceovers for this exciting, intense audio-driven VR bird simulation project. As a bird, the user flies through dreamy landscapes, all the while creating her/his own soundtrack in the process. It’s official: I’ve fallen completely in love with interactive sound design, and there’s no turning back!
Learning how to work with Unity on such an intense, full-time project (whose completion ran from May to December 2018) was an exciting and complex challenge. And Unity is what I did the bulk of the time…doing not only run-of-the-mill soundtracking, but also game design, 3D sound object placement and complex zoning. I worked extremely close with the developers who created a personalized, in-house Unity sound editor just for me. (I feel so spoiled.) All in all, it was an extremely intense and time-consuming project for such a small team – but we’re stoked about the results.
Check out this cool review:
And, here’s a small trailer:
For anyone interested in the process, here you can follow some of the development (which happened only during sporadic, week-long creative retreats) over the past several years. My little birdy-blog:
(2016) The first prototype for our bird flight simulation was mostly built during an intensive 7-day retreat at the Farbrausch “Elite-Haus” and thus far includes 4 worlds. Everything’s very much still a work in progress and being chiseled out, but here’s a tiny glimpse into one of the landscapes in its current stage. More to come…
(March 2017): a prototype version of our game was an absolute hit at CeBIT 2017!! We had some amazing feedback and are motivated to continue developing it – so stay tuned! This elegant flier even came back around the second day with a purposely bird-matching pink, feathery sweater.
(December 2017): still flying high after our 3rd intensive game-building retreat. TBC!
(March 2018): Exciting news – “Welcome Above” got funded!! Thank you for your incredible support, Medienboard Berlin-Brandenburg! Our hard work is finally paying off. And this means lots of exciting soundtrack work to keep me busy in 2018…!
(2017) Boombox – audio-driven VR game
At the 2-day (5.-6. August 2017) global VR hackathon in Berlin working on the music for our new virtual-reality project: Boombox, an interactive three-dimensional song-building experience for HTC/Vive. People had a blast playing the producer!
So far, the building blocks/booming boxes have a range of flexible electronic sounds, which could be put together to make anything from experimental, ambient, techno, house, to even progressive or trance towers. The interactive experience was also enhanced through allowing the user to create effects racks.
Here’s a video capture of Herr Pixtur playing producer on the first prototype:
Demoscene & realtime animation soundtracks
True Color by Still (2016)
And the dark synth madness continues…! This real-time animation production is an invitation for Evoke 2016 in Cologne and was released at Revision 2016 in Saarbrücken. One year later it was nominated for the Meteoriks 2017 Best High-End Demo award. Enjoy the psychedelic journey into the reaction diffusion feedback function…
A Planet’s Lava Lamp by Christian H (2015)
Friends of outer space, data visualization and ambient, abstract music: here’s a small project I worked on with DLR CFD specialist Christian Hüttig. It’s a simulation of a convecting Mars interior over a duration of 1.4 billion years. In other words: a Martian lava lamp. 🙂
Parnassum by Still (2015)
I worked with team Still on a real-time animation project where I played the piano “cover” of Debussy’s Dr Gradus ad Parnassum, which was used as the sonic backdrop to feature and explore in their software the visualization of piano notes with particle effects. “Parnassum” won 2nd place in the Demo-Compo at Evoke 2015 in Cologne, Germany – a pleasant surprise!
Nothing Changes by Still (2015)
It was fun creating the darker, ambient sonic atmosphere for this video, another Still production that was filmed and edited on an iphone6. Delighted that it picked up a 2nd place at Deadline Berlin 2015.
meet the deadline by Still (2014)
My track “Channelling” was released in summer 2014 as the soundtrack for the Deadline 2014 Berlin demoparty invitation, “meet the deadline” by the demoscene group Still.
c’t magazine’s “Game Over” remix competition (2014)
My first remix EVER went vinyl!! I was one of the 9 final winners in c’t magazine‘s “Game Over” by Achim Kück Trio remix competition. This means my dark, experimental, psychedelic ambient track -“Game Over (Lucid remix)” – was released on LP and CD. The competition results were published in c’t‘s 2014 No.9 issue, and they very generously wrote a whole paragraph (in German) about me/my piece.
You can see c’t magazine‘s jury discuss/recap their analysis of the top picks in the video (in German) in the following link. Feel free to fast forward to 21:00. http://www.heise.de/ct/
Beta by Still (2011)
My very first soundtrack release ever was through the demo-group Still, who used one of my songs for their real-time animation, “Beta”.
“Beta” won 1st place in the Demo-Compo at Evoke in Cologne, Germany (2011); and 1st place for Most Original Concept at the 10th Annual Scene.org awards in Helsinki, Finland (2012).
Follow me on instagram @lucidbln or youtube @LucidBerlin for sneak peeks into recent projects and experiments:
…such as mini game jams… ;-D
…or my first attempts at also doing code-based visuals!