Live

The instruments

A loop-authoring workstation and a persisted-verdict auditioner, built for SFX and VFX craft

Two home-grown tools, built because general-purpose ones didn’t fit the actual problem — the instruments behind one game’s sound and effects, and each instrument’s output ships in it. All four faces of them run in the browser:

The SFX side exists because Godot reads WAV loop points from the smpl chunk but ignores OGG LOOPSTART/LOOPLENGTH tags entirely — so the DAW authors both, with its own WAV encoder written to emit smpl. Underneath, every sound effect is synthesized from primitives — square, pulse, triangle, sine, noise, the noise generator reproducing the real NES noise-channel clock timing — with a three-tier override chain that lets a recorded or generated sound replace the synth version at any of roughly 140 call sites with zero caller-code changes.

The VFX side authors effects as data records against a fixed engine (18 shapes, 21 flipbook animations) rather than one script per effect, reviewed through the gallery. Across four dated review passes: 117 candidates, 154 review-history entries, verdicts of 93 kept / 57 tweak / 4 killed. The review system’s own validator deliberately constructs a broken test case and requires itself to catch it before it will validate anything real.

Cast the effects yourself — the game build boots straight into its FX Lab: / picks a spell, Space casts it at the terrain, and Tab flips to the liquid studio, where a right-click pours water.

Both are part of a private personal-project repository.