Gradient Noise at ICMC 2026

I’m pleased to announce that I will be performing the world premiere of my piece Gradient Noise at the International Computer Music Conference (ICMC) in Hamburg, Germany on May 11 at 9:30pm. The following video except represent the work in progress. The final piece will be 10 minutes long and contain up to four layers of instruments with independent, corresponding, video objects.

Since 2019 I have been composing animated graphic scores for ensembles and soloists. Examples include Parking Ramp Project, SYNTAX, and Rhodonea. These generative works are projected for both the performers to read and audience to experience. I write software to generate and animate the geometric forms, and establish rules on how the forms are read, whilst allowing improvisation and the emotional response of the performer to play an integral part in each piece.

Gradient Noise, written using the Processing.org language, translates values generated by the Perlin noise algorithm into independent layers of seamless loops repeating at variable intervals. These loops are visualised as geometric forms, abstract visualizations, and evolving structures. The data generated is aleatoric, but the values can be tuned to range between slowly moving gradients or rapid, angular forms. When the sound and visuals are synchronized I respond not only to the animation but also to the changes in the timbre of my instruments.

Through Gradient Noise I am rethinking the relationships between musicians and machines. By translating the properties of n-dimensional Perlin noise into a musical language, the piece presents a unified ecosystem with coordinated timbres and geometric forms. Thus generating a living environment that requires active participation and improvisation. Ultimately, the work presents a contemporary model for computer music where the performer does not simply follow a score, but negotiates a path through a responsive, multi-sensory experience.

Video: Rhodonea II at SEAMUS

This video is a new interpretation of Rhodonea (Rhodonea II) that I performed for SEAMUS (the Society for Electroacoustic Music in the US) at Purdue University on Saturday, March 22, 2025. Attending and performing at the conference was a fantastic experience. I’ll share more about the event in future post.

The animated, generative, graphic score developed with Processing.org sends corresponding MIDI data to one of my favorite electronic instruments of late, the Dirtywave M8. Previously I performed the piece in Ireland at the inaugural Radical Futures conference.

The piece serves as a model of how we might collaborate with near future synthetic entities. Software feeds automated, algorithmic, projected visual cues, tempi, and low frequency oscillations to improvising electronic musicians. The visuals, based on Maurer Roses, suggest melodic, harmonic, and percussive gestures that are modulated by data streaming from the generative animations. Throughout the piece the artist adapts to the familiar yet unpredictable graphic scores and corresponding signals.

Note: please watch in full screen with the lights off and listen on headphones or high fidelity stereo speakers

Radical Futures Performance Piece: Rhodonea

On Wednesday, May 8, I debuted a performance piece titled Rhodonea at the Radical Futures conference at University College Cork, Ireland. At the concert I had the privilege of sharing the bill with Brian Bridges, Cárthach Ó Nuanáin, Robin Parmar, and Liz Quirke.

Rhodonea is a series of audiovisual etudes performed as a model of how we might collaborate with near future synthetic entities. Software feeds automated, algorithmic, projected visual cues, tempi, and low frequency oscillations to improvising electronic musicians. The compelling visuals, based on Maurer Roses, suggest melodic, harmonic, and percussive gestures that are modulated by data streaming from the generative animations. Throughout the piece artists adapt to the familiar yet unpredictable graphic scores and corresponding signals. The end result is an impression of how humans might interact with AI in a collaborative and experimental way.

I chose to perform Rhodonea as a soloist although it can be performed by an ensemble of up to four musicians. The generative and improvisational aspects mean that every performance is different than the next, but the piece has a consistent signature that leads the music. This includes modulation corresponding to each rhodonea that is translated into MIDI data and fed to parameters that effect the timbre and other aspects of the instruments. I captured the video above the day after the performance, which illustrates the characteristics of the piece, which I developed in Processing.org.

For this international performance I used four instruments inside Ableton Live 12 controlled by an Arturia KeyStep to minimize the gear I needed to travel with. The Ableton instruments I used were Drift, two instances of Meld (a macrosynth new in Live 12), and Collision. In the video below you can see how the generative graphics are manipulating the filter in Drift.

Places Above the Air Debut Release

Places Above the Air is a collaboration between myself and Jesse Whitney. Out today, the album features eight tracks of “a surreal blend of IDM, ambient techno, and Berlin School work, with the song titles encapsulating a passage from the Egyptian Book Of The Dead” (as translated by Normandi Ellis). Mastered by Will Killingsworth at Dead Air Studios. Pick it up on Bandcamp or give it a listen below.

Jesse also produced this video for the second track, yet I see with the eye of the sun as if it came to rest on my forehead.

Osmose Expressive E and the Uncanny Valley

The internet has been buzzing with demos of the Osmose Expressive E since they started arriving to VIPs studios earlier this year. I have been fascinated by it since 3D renders of it showed up in November of 2019. Four years later, I finally have it and now that I’ve had a day or two to allow my brain to reassemble itself I’m ready to say something about it.

There are many directions that artists will steer this machine. One is by leveraging physical modeling to emulate acoustic instruments. Doing this requires developing the techniques and having the knowledge to work the Osmose into matching the range and textures of the target instrument. Secondly it requires expertly designed patches that can translate the subtleties of the player’s expression into the expected nuances. Benn Jordan has a great video here that goes into detail about how this can be done. I do not intend to address the debate regarding “should this be done?” in this article, other than to state that there is an ongoing debate (perhaps since music was electrically amplified) along with far reaching consequences to musicians and the music industry at large of which we all ought to be aware. Continue reading