
Dog in the Machine
Dog in the Machine is a tactical roguelite where you help an AutoDog escape a dystopian mecha-city and reunite with its exiled humans. Battle through a series of encounters on compact grids filled with reactive elements, enemy guardians, and environmental hazards. Preview your actions, experiment with different strategies, and trigger the most satisfying chain reactions.
Music and sound design
I composed the original score for Dog in the Machine and created all of the game's sound design, from sound effects to interface sounds.
In a strategy game, you spend a lot of time watching and thinking before you act. The music had to stay alive through those moments without becoming repetitive. So I built a fairly restless musical system that triggers many elements depending on what is happening in the game.
FROM SCORE
TO GAME.
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01Orchestral scoreMuseScore

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02Instruments & synthsAbleton Live

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03Audio assetsReaper

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04Interactive systemFMOD Studio★ CORE SYSTEM

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05Game integrationUnity

I first wrote the orchestral parts in MuseScore. Their rendering then went into Ableton Live, where I added the synthesizers, the sound effects and recorded instruments: ukulele, bass, glass harmonica, drums.
Reaper, connected to FMOD, let me render every audio file of the score in one pass. FMOD is where the music becomes interactive: layers come and go with the parameters the game sends, and each phase of play has its own passages. Finally, in Unity, each FMOD event was tied to the game element that triggers it.
Play with the game's music
The music of the first level, INDUSTRIAL, running on the game's interactive system. Switch phases, trigger combos, raise the alert: the music responds as it does in play.


48 MB download