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.
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.
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.
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.
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.
The original. Runs in the terminal, built in C++ on FFTW and PortAudio. Uses a pre-computed version of the algorithm.
A custom Linux image that boots straight into Cloudbuster on an STM32MP1 discovery board, with USB MIDI in and headphones out.
Cloudbuster inside your DAW. Coming soon! Uses a real-time version of the algorithm.
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!
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.
Got an interesting project idea, or just want to chat? I'd love to hear from you!