top of page


Procedural Music 101: building a convincing plucked string in Unreal Engine 5.7
As we creep slowly towards Winter I have had time to reflect on what a busy Summer it has been: finishing my Masters, attending countless game industry events, being fortunate enough to speak at one on my work. I have had the great pleasure of receiving a lot of positive feedback on various pieces of work in the realm of procedural music (let's hope my examiners are just as positive). Now I have decided to create a series of tutorials which I hope are helpful to anyone out th

Callum Steele
Oct 121 min read


Working procedural music system in unreal Engine 5.7
Wow, it has been a long time since I first uploaded a simple drum machine MetaSound to this site. This design has come a long way since then and I am excited to share it with you. In the last few months I have built a selection of instruments using modal, additive, and subtractive synthesis and learnt about several synth modals which have become staples of my designs (such as the Karplus-Strong model, there will be a post about that soon enough), created effects patches which

Callum Steele
Sep 82 min read


Game Republic talk: exploring methodologies to assess the effects of procedural music on the gaming experience
A lot of us are familiar with procedural music, where a composition is manipulated and rearranged in reaction to gameplay. We have all experienced a game in which new layers of an orchestra enter or leave a mix when we are low on health, near danger, or using a power up. Generative music takes things a step further, using algorithms to create whole new musical phrases in real-time gameplay. In the case of Spore that meant Brian Eno creating a cornucopia of samples which were

Callum Steele
Jun 224 min read
bottom of page