Spatial storytelling through sound and immersive interaction
Shape of Sound explores how music, sound design and pacing can create spatial stories through sound and immersive interaction. This portfolio brings together the main experiments, releases and production strengths behind that work.
This page brings together the main app releases, immersive platform work, VR projects and music-led experiments that shaped the broader Shape of Sound direction.
Featured Projects
Concept Development
VR Church Prototype
An early immersive concept built around listening to psalms within a calm natural environment. The work tested whether spatial audio, movement and scripture could support a slower, contemplative VR experience.
Prototype design for reflective VR interaction
Early spatial audio and music placement experiments
Focused on atmosphere over action
Published Experience
Immersive Bible in VR
The project expanded from early prototypes into a broader VR release with psalms, beatitudes and full-bible material adapted for immersive delivery on mobile virtual reality hardware.
Mobile VR adaptation of spoken and musical content
Structured progression from prototype to published release
Built around accessibility on lighter hardware
Game Release
Sanctuary
A VR game with a chillout tone where flight, music and sound work together as the primary emotional driver. The project leaned into calm exploration rather than combat-led interaction.
Soundtrack-led worldbuilding
Ambient and musical pacing as a gameplay tool
Relaxed tone for immersive exploration
Delivery Strategy
360 Video and Lightweight Delivery
When full interactive builds were too heavy for the target devices, the work pivoted into 360 video and lighter distribution approaches to keep the experience accessible without losing mood.
Pragmatic adaptation for device constraints
Maintained narrative and audio atmosphere
Bridge between prototype ambition and delivery reality
Capabilities
Spatial Audio Systems
Working with audio spatialisation SDKs, music placement and environmental sound design to make movement and presence feel intentional inside an interactive space.
Immersive Music Design
Building experiences where musical structure, atmosphere and interaction shape the emotional arc of the environment rather than sitting on top of it.
Architecture and Delivery
Taking ideas from experimental prototypes into real products through interface architecture, technical leadership and delivery decisions that fit the platform.
Timeline
2011
Shape of Sound began with Sketch Synth 3D, an iOS instrument built around drawing and shaping sound in three dimensions through touch, motion and controller-style interaction. It introduced modulation and sound blending to convery 3D motion in sound.
2012–2013
The Sketch Synth idea expands into a wider app family including Sketch Synth 2, Sketch Sound 3D, Sketch Synth and Sketch Synth FX, developing the core line of thinking that sound can be treated as movement, texture and spatial structure rather than only as a conventional instrument surface.
2013–2015
Shape of Sound’s technical work moves further into immersive music systems. During this period, Shape of Sound serves as the technical inventor behind Immersive Album and leads the technical work through its first two years, extending the earlier app ideas into richer spatial and navigable music experiences.
2015–2016
The focus sharpens around spatial storytelling and 3D interface design. Shape of Sound works with MelodyVR on 3D user interfaces, audio spatialisation SDK work, and as lead architect, pushing the work closer to full immersive environments rather than stand-alone audio tools.
2016
Early mobile VR experiences begin to bring that longer research thread into public-facing releases, including reflective scripture-led prototypes and the first immersive Bible application concepts.
2017VR Church reaches the Oculus Store, adapting psalms, beatitudes and broader spoken-word material into an immersive VR experience.
2017–2018
Over roughly two years, Shape of Sound develops the soundtrack work for Shades Exile, extending the broader interest in music-led atmosphere and interactive emotional pacing into a game context.
2018
Additional readings, meditations and the release of the VR game Sanctuary extend the work into calmer, soundtrack-led exploration and lightweight immersive delivery.
2025–2026This Fractured Mind brings the work back into direct music releases, using a rock-based album format to focus more heavily on storytelling, while exploring harmony, lyrical depth and breathy vocal tones.