What we build.
Two synthesizer plugins and one game. The instruments share a design philosophy — a narrow sonic target, a polymetric sequencer treated as part of the instrument, and randomness that stays inside musical constraints.
Synthesizer plugins
Both instruments are written in C++ on the JUCE framework and build from a single codebase to VST3, Audio Unit and standalone application targets for Windows and macOS.
Sentaris Bass
Bass synthesizerA bass-specialist instrument for the hypnotic and dub techno lineage. Fixed three-layer voice — sub, body and texture — with subtractive, wavetable and FM engines selectable per layer, a self-oscillating ladder filter, an eight-slot modulation matrix, and a five-lane probabilistic step sequencer with seeded pattern generation.
Feature completeSertian
Stab & percussion synthesizerA precision instrument for stabs, chords and tuned percussion. Four distinct sound sources — Voice, Strike, Ring and Rime — feeding a Glacial eight-line FDN reverb with an exact freeze, driven by a polymetric sequencer whose Locked mode makes generated patterns bit-reproducible from a seed.
Feature completeDarkenfall
A choice-driven text role-playing game for desktop, iOS and Android. Dark fantasy, delivered as prose rather than graphics, designed to be read in sessions on whatever screen is nearest.
Platform support
| Plugin formats | VST3, Audio Unit (macOS), Standalone application |
|---|---|
| Operating systems | Windows 10 and 11 (x64); macOS 11 and later (Universal — Apple Silicon and Intel) |
| Sample rates | 44.1–192 kHz, correct behaviour across host buffer sizes |
| Host validation | pluginval at strict settings; tested in Ableton Live, Bitwig Studio, Logic Pro, FL Studio and Reaper |
| Framework | C++ on JUCE 8, single codebase across all targets |
| Game platforms | Desktop, iOS and Android |