Studio Grutto
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Studio Grutto

A studio for games & audio

What I make.

§ 02 · Services
01
Games

From detective games to serious games for research. Built on my own engine, playable straight in the browser, with music and sound I compose and record myself.

02
Audio

Instruments, effects, and music. Cloudbuster, my phase-vocoder sampler, stretches pitch and time independently, and plays over MIDI. I also compose and record music, and I tinker with electronics to create new sounds.

Selected work.

§ 03
Complot
Preview
Game · Original Score & Sound
01 / 02

Complot

A detective game set in Amsterdam. Players observe citizens moving through a procedurally-timed day, scrub through time with playback controls, collect evidence, and make an arrest. I designed and built the game, and composed and recorded its original score and sound.

View project →
Before You Think
Preview
Serious Game · Universiteit Leiden
02 / 02

Before You Think

The classic Implicit Association Test, redesigned as a drag-and-drop web game for researchers studying unconscious bias. Participants sort words and images into archives as fast as they can. The format keeps engagement high while preserving scientific rigour.

View project →

Cloudbuster.

§ 04 · Instruments

Cloudbuster is a phase-vocoder sampler. Point it at a folder of sounds and play them across a MIDI keyboard, with pitch and time stretched independently.

cloudbuster
$ ./cloudbuster -f ../samples/ -sr 44100
Preview
Sampler · Command Line
01 / 03

Cloudbuster CLI

The original. Runs in the terminal, built in C++ on FFTW and PortAudio. Uses a pre-computed version of the algorithm.

View on GitHub →
Cloudbuster · STM32
Preview
Sampler · Hardware
02 / 03

Cloudbuster STM32

A custom Linux image that boots straight into Cloudbuster on an STM32MP1 discovery board, with USB MIDI in and headphones out.

View on GitHub →
Cloudbuster · Plugin
Preview
Sampler · VST / AU
03 / 03

Cloudbuster Plugin

Cloudbuster inside your DAW. Coming soon! Uses a real-time version of the algorithm.

Coming soon
§ 05 · The Studio

A game studio, and an audio workshop.

Studio Grutto is the one-person studio of Valentijn Nieman, based in the Netherlands. I make videogames, compose and record music, and build audio instruments. Sometimes even guitar pedals!

DSP
phase vocoders, spectral effects
C++
engines, instruments & tools
WASM
games, straight in the browser
§ 06 · Open Source

Timeless engine.

Timeless is my open source game engine, written in C++, which also exports to WebAssembly. It's what I build my games with. They run right in the browser, so they can be shared with anyone, anywhere, without hassle.

C++OpenGLWebAssembly
View on GitHub
grutto.engine
#include "timeless/timeless.hpp"#include "timeless/components/behaviour.hpp" // Boot the engine and register a time-sequencing system.TE::init();TE::create_system<NpcAiSystem>("ai", new NpcAiSystem()); Entity npc = create_entity();TE::add_component(npc, new Transform(glm::vec3(0.0f))); // One Instruction per tick. The reverse flag replays the// same timeline backwards, so undo/rewind comes for free.std::vector<Instruction> timeline;timeline.push_back(Instruction(  [](Entity e, bool reverse, float speed) {    auto t = TE::get_component<Transform>(e);    t->position.x += reverse ? -speed : speed;  })); TE::add_component(npc, new Behaviour(timeline));TE::get_system<NpcAiSystem>("ai")->register_entity(npc); // Advance the simulation one tick each frame.TE::loop([&](GLFWwindow* w, ComponentManager& cm,             WindowManager& wm) {  TE::get_system<NpcAiSystem>("ai")->update(cm);});
§ 07 · Contact

Like what you hear?

Got an interesting project idea, or just want to chat? I'd love to hear from you!

info@studiogrutto.nl