SimonSays: Press Play

I invite you to jump into my first world—Press Play, a conceptual album built around world-building and video games. Each track is a new level to conquer, featuring immersive soundscapes that blend electronica with downtempo dance. Inspired by early music technology, this album is a nostalgic yet forward-thinking journey through digital dreams and imagined landscapes.

Track List

1. Echo

2. Hayon

3. Sierra Nevada

4. Air

5. Victory

6. The Techno-mancer

Echo

Your flagship star-cruiser grinds to an abrupt halt.

 

Beyond the starboard window, a great cyan orb drifts through the void—a new world brimming with untold possibilities. But in the plane’s shadow, something stirs. A colossal behemoth, veiled in darkness, watches with a single, burning red eye.

Then, it moves.

 

A tangle of monstrous tentacles surges forward, lined with ravenous maws that hunger for the ship’s ruin. Drool seeps into the abyss, glazing the viewing ports with a sickly sheen. Jaws clamp down. Metal groans. The frigate shudders.

It won’t let go.

 

The beast must be defeated.

 

Echo was the first track I created outside of an academic setting—a milestone in my journey as a musician. After securing unconditional offers from every university I applied to, I celebrated by investing in a MacBook and, with it, my first personal DAW: Logic Pro X.

 

Before overwhelming myself with endless plugins, synths, and VSTs, I concentrated on the basics. With my limited knowledge of synthesis, I experimented with Logic’s stock instruments (excluding Alchemy), crafting unique patches throughout that summer. From these efforts, the track Echo was born. 

 

I aimed for chill spacey vibes that I could pair with more chaotic and harsh timbres to create a sense of conflict during the piece' climax. All samples, timbres and patches in this piece, and across the rest of the album, are original creations. I can proudly say no pre-sets were used during the whole of the album's creation.  
 

Hayon, Sierra Nevada and Air

During my first year of university, one of my modules focused on electronic music composition. Each week, my peers and I were challenged to create or expand upon a track using the provided inspirational material—photos, illustrations, sound patches, videos, and animations.

 

Throughout the module, I built a prolific bank of musical sketches, often drawing inspiration from imagery. The distorted bass riff in the third track of the album, for example, was directly influenced by a black-and-white photograph of Mount Whitney—hence the name Sierra Nevada. 

 

By my second year, I refined this collection, shaping it into the next four entries alongside Echo. If Echo depicted a sci-fi future and an untouched world, then Hayon continued the narrative—exploring lush, green landscapes before their inevitable destruction, paving the way for the rise of a new colony civilization.

 

Following this narrative of world exploration, I shifted my focus from nature’s organic beauty to its raw, physical power. Sierra Nevada may center around rock and mountains, but its inspiration extends further—capturing the relentless force of snow, ice, and water. Avalanches, frozen tundras, and vast bodies of water can be just as—if not more—intimidating than the mountains themselves. 

 

In reference to all great RPGs and magic systems, I had to answer the themes of earth and water with air and fire, and thus, Air was created. Air was originally two separate pieces of music. one focused on the feeling of flying (and falling) , and the other focussing on the contrast between darkness and light. 

 

I eventually combined the two pieces, subsequently creating a single piece that featured many riffs, motifs and timbres - by far my most complicated piece to date.  I eventually combined the two pieces, subsequently creating a single piece that featured many riffs, motifs and timbres - by far my most complicated piece to date. 

Victory and The Technomancer

I wanted to round off my album with a final track, aptly titled Victory, reinforcing the video game theme. Like the previous three tracks, it was created using a handful of sketches I developed during my first year. I aimed to blend timbres and themes that recall earlier tracks while introducing a completely new vibe. This culminated in a 12/8 section, contrasting with the rest of the album but inadvertently linking back to The Technomancer, a composition I created during secondary school.

 

I decided to rework The Technomancer, replacing sound-bank pre-sets with my own timbres and patches, and incorporating an 8-bit breakbeat-inspired section.

 

Though I couldn’t find a place for The Technomancer within the main body of the album, I still wanted to include it. So, in the spirit of many video games, past and present, I added it as a 'bonus level' or 'easter egg' at the end.

 

As I moved forward with future projects, I’d continue to explore the flexibility of 12/8, a time signature I’m particularly drawn to. It naturally shapes my music in a way that feels fluid and dynamic, and is immediately featured in The Hunt, The first entry of the Daisy Fields and Rusty Skies Album.

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