Anders Bjørn Rørbæk Pedersen

Creative Programming, Sound Design and Music Production


Creative Programming


Simulation of Argon Atoms (version) (2016)

This is the revisit version of the argon simulation from 2014. This version is more polished and features better graphics, improved performance and interactive sound. The simulation is based on the Lennard-Jones potential, which is a mathematically model that approximates the interaction between a pair of neutral atoms or molecules.

Unity WebGL

Unity 3D, MonoDevelop, C#, Aseprite, Ableton Live.

Elements

The Danish Ritual (2016)

The Danish Ritual is a 2D platform adventure by Bjorn Roebaek, Ulf Roerbaek and Lars Boe made at Global Game Jam 2016 (GGJ 2016) in 48 hours. The game was awarded for Best Humor at the Copenhagen-Denmark site. I was responsible for programming, level design and music.

Unity WebGL

Unity 3D, MonoDevelop, C#, Gimp, Aseprite, Ableton Live, Wavosaur.

Elements

Death Wish (2016)

Death Wish is a small and fast platform game where the player must race a level, while avoiding dangerous pitfalls and obstacles. The game is written in Unity and uses raytracing for most of its collision detection. The game also contains a feature, which lets the player see his previous attempts in the form of ghosts.

Unity WebGL

Unity 3D, MonoDevelop, C#, Gimp, Aseprite, Ableton Live, Wavosaur.

Death Wish

Performative Music in Video Games (2015)

My master thesis "Performative Music in Video Games" investigated the implementation and design of music systems in video games with emphasis on performative music and the implications of such a system. The interesting aspect of performative music is situated in a feedback loop between the game engine and the music system, which means that events and states in the game can be affected by the music. The method used in this thesis was a design based research method, where two simple games were designed and implemented with a performative music system. Both these games served as tools for collecting empirical evidence on the subject through observations and play testing. It was concluded that there is evidence that performative music can be used for creating aesthetic rhythmic pleasure, enhance the perception of time, strengthen the narrative immersion, eliminate the need for scripting events to music and be used to integrate generative/procedural music in a meaningful way.

Unity 3D, MonoDevelop, C# and PureData.

Performative Music in Video Games
Performative Music in Video Games
Performative Music in Video Games
Performative Music in Video Games

Surogou - Procedurally Generated Game World (2015)

"Surogou" is a game world created in real-time using procedural content generation. The generation of the game world is done using an algorithm known as perlin noise which is used for terrain modelling and distribution of objects. The main objective of this project was how procedural content generation can be utilized in games, while maintaining high performance and to investigate new opportunities that arises, when applying procedural techniques.

Unity Web Player PDF

Unity 3D, MonoDevelop, C# and Blender.

Surogou - Procedurally Generated Game World
Surogou - Procedurally Generated Game World
Surogou - Procedurally Generated Game World
Surogou - Procedurally Generated Game World
Surogou - Procedurally Generated Game World

Simulation of Argon Atoms (2014)

This project was about the development and evaluation of a interactive installation at Roskilde University's Experience lab, which purpose was to raise interest in the natural science field of Molecular Dynamics. The installation was build around a computer simulation of the physical movements of atoms and molecules where the user were able to interact with the system using a kinect sensor. Furthermore the sound system of the installation was done using Max/MSP and consisted of a mix of granular and FM synthesis. Sending data from Unity to Max/MSP was achieved by using the UDP network protocol.

Unity Web Player PDF (danish)

"Q" and "A" are used to raise and lower the temperature. "P" is used to pause the simulation. "R" is used to restart the simulation. "1", "2" and "3" can be used to change the method for coloring the atoms.

Unity 3D, MonoDevelop, C# and Max/MSP (Sound System).

Simulation of Argon Atoms
Simulation of Argon Atoms
Simulation of Argon Atoms
Simulation of Argon Atoms
Simulation of Argon Atoms

Prophets (2013)

Prophets was written while learning C++ and openFrameworks in a timespan of two weeks. One of the major challenges of this project was to create a tile engine, which mimics games from the late 80's and early 90's. The game is far from optimized and contains a lot of bugs but is playable :)

Source Code

C++, Code::Blocks, openFrameworks and Photoshop.

Simulation of Argon Atoms
Simulation of Argon Atoms
Simulation of Argon Atoms

Musical Structures in Generative Music Systems (2012)

This project investigated methods of developing a generative music system capable of creating meaningful music with musical structures. The project heavily relies on Markov Chains and formal grammar to create musical structure. The main program was written in Java, while the sound generators and samplers were done in PureData.

Source Code

Java, Eclipse, PureData and libpd.

Musical Structures in Generative Music Systems

Elements (2012)

Elements was a project investigating semiotics in video games. The project was done in Unreal Development Kit, while 3D models were created and textured in Maya and Photoshop. The environment in this project was heavily inspired by popular sci-fi movies. The programming was done in UnrealScript.

UDK, UnrealScript, Maya and Photoshop.

Elements
Elements
Elements
Elements
Elements
Elements
Elements
Elements

Sound Design


Lazy Uncle - You Can Pull My Pork (Music Video) (2015)

Music and Sound by People With Legs / Lazy Uncle (Anders Bjørn Rørbæk Pedersen and Morten Brix). Video by Simple Pix.

YouTube YouTube (Censored Version)

Ableton Live and Logic Pro X

lfo

LFO: The Movie Contest (Audiolog Trailer) (2014)

The sound for this trailer was done as a part of a contest promoting the Swedish movie "LFO". Sound and music was created, composed and synced in Ableton Live. The musical style of the music in this trailer resembles that of my Audiolog music project.

YouTube

Ableton Live and Wavosaur.

lfo

Music Production


People With Legs / Lazy Uncle (peoplewithlegs.com)


Von Loops (vonloops.com)


No Room For Space (soundcloud.com/no-room-for-space)