Lucent Mage

Pete's music tells a story, and one that is truly intoxicating to listen to. As you maneuver from level to level, battlefield to battlefield, Pete's music is there to take you deep within the rich and historic lore of this setting. All the risks, the tragedies, and losses along the way surmount to a wonderful vista of notes that carry the story and it's heroes through triumphant and grandiose situations that defy all the odds. Through Pete's own formative years, triumphant and epic narrative driven scores are what brought him to this incredible project.

"I think the biggest push for me was just playing games with immersive narratives and environments, and feeling how the music affected the experience for me as a player. I feel like I could rattle off about a hundred examples of games that impacted me deeply in this way, but Final Fantasy Tactics and the Metroid, Zelda, Castlevania, and Armored Core series are especially significant to me in this regard. I always wanted to be able to give other people the feelings that I had playing these games, and music is an amazingly powerful tool for enhancing a narrative and deepening someone's connection to a game's world and characters. Having the opportunity to help shape the emotional experience of a game is really something special to me."

Bounding Joy

Shaped by the compositional narratives before him, it was only natural for Pete to strive to create those same tangible and monumental musical moments through his own work. Driven to bring pixelated masterpieces to life, Pete set out very early on to make sure he would have a shot at being a part of the wonderful project Chucklefish was putting together.

"I got involved pretty early, yeah - I think only 3 or 4 of the commanders had been finalized by the time I sent my first email to Chucklefish. I'd seen a couple gifs on Twitter, and being a huge Advance Wars fan (and after some encouragement from a close friend) I decided I had to get in contact. I sent a few of my tracks that I thought would touch on some different possible vibes for the concepts I'd seen, and after getting a bit more info on the game's direction and characters from the Wargroove team, I put together a demo. I don't think I'd actually seen any character art by this point, at least nothing anywhere near where it'd be in the final game. They loved the demo, and it eventually became Mercia's theme (track 6). Once I was brought on officially, I got a look at Valder and Ragna in addition to Mercia and started playing with ideas for both, but I was so early that after a few months I had to work on another project and come back to give them time to finalize more characters!"