Elias Ananiadis

Projects


WaveTracker

An advanced chiptune music software, WaveTracker lets the user draw in up to 100 custom sound waves, and use them in up to 100 custom instrument presets. It also features 24 sound channels, a noise generator for drums, a multitude of effects, importing and editing audio samples, and a built-in song visualizer.

There are lots of cool digital signal processing effects under the hood, such as frequency modulation between two waves, lowpass filters and global downsampling, and even a custom "smart" resampling mode that reacts to the drawn wave to preserve crispness for sharper waves but not be too harsh for smoother waves.

> wavetracker.org

Fish Synth

An educational toy/tool to teach young children about synthesis and music theory.
On the left you can drag around the squids to arrange notes in a sequence, and press play to hear it. On the right are various settings and effects that change the synth's sound.
Any knob can be automated by sticking one of the 4 starfish onto it.
The sound engine is a simple FM synthesizer controlled by an ADSR volume envelope. Each effect (distortion, delay, and bitcrush) can be rearranged by dragging them to change the order in which they are applied.


Wonderflower screenshot

Wonderflower

The first and most popular game I released, Wonderflower is a 30-40 minute long game about a girl named Sherbet and her cat, Gelato, trying to plant a flower in a flower-less city. Features a cast of memorable characters, cute dialogue, and a slightly metroid-style map progression.

> Play Wonderflower on itch.io

Mini Tanks screenshot

Mini Tanks

A short p5.js tanks game that features 16 unique levels where the player must eliminate all enemy tanks to move on.
All graphics drawn in Aseprite, Music and SFX in Famitracker 0CC, levels created in Tiled, and coded in p5.js

> Play Mini Tanks on itch.io

Street Pool

An experimental first person implementation of pool that takes place on a city street. Made in Unity.


Penguin Surfing

A small infinite runner game where you play as a penguin surfing on the sea. Jump on fish to gain points, and avoid rocks. Made in Unity.


Water-Pipe Organ screenshot

Water-Pipe Organ

Inspired by Wintergatan's marble machine and Daisuke Amaya's "Rain", the pipes will drip water onto the instruments to play a song: ("Yakan Kouro" by fox capture plan). You can click the faucets to turn on and off the different instruments. Silence an instrument and then click above it to play along for yourself.
Graphics drawn in Aseprite, and the whole thing was coded in p5.js. The arrangement of "Yakan Kouro" I made in Famitracker 0CC and then imported the stems as .txt files into the project.

> Launch Water-Pipe Organ

Abyss Demo

A short platformer made to showcase adaptive music & audio systems. I drew all the graphics and programmed the gameplay, but this project is mainly meant to show off the dynamic sound design and score.
Here, I created a bunch of C# components to allow me to easily author spatial ambience sounds and slightly randomize sound events. There is also an adaptive music system that changes the arrangement based on game progress. Notice how the music becomes more full the higher the player climbs.


Crosley Singing Machines screenshot

Crosley Singing Machines

An interactive piece made for the Trenton Free Public Library. Each machine was made by the Crosley Machine Company. The machines can be turned on and off to create a small rhythm.
Made with Unity, all graphics drawn in Aseprite.

> Launch "Crosley Singing Machines"

Goo screenshot

Goo

Goo is a p5.js experiment with an alternative way to tell time, using a tactile "touch" experience. The goo starts out very soft and malleable and gets firmer and more volatile as the day goes on. You're able to get a rough idea of what time it is only by interacting with the goo. How solid it feels indicates how late in the day it is, and the pitch of the sound it makes indicates how far into the hour it is.

> Launch Goo