Adaptive music / private alpha

Tabletop Symphony

A living score for every adventure.

I’m exploring how music can follow the emotional shape of live tabletop play—without asking the Game Master to manage another thing.

See the processPublic preview · intentionally high-level
The working Tabletop Symphony alpha on an Android phone, showing session readiness and three score states.
Working alphaAndroid companion

The product idea

Music should follow the room.

The emotional timing of a tabletop session changes constantly. Most music tools still ask the GM to search, switch, and anticipate while they are already performing the hardest role at the table.

Tabletop Symphony is my attempt to make the score feel present and responsive while keeping authorship in the music and agency with the GM.

Story first
The music serves the scene instead of competing with it.
Composer built
Authored musical worlds, shaped to adapt with intention.
GM controlled
The storyteller keeps the final say without babysitting audio.

Creating it

From an attention problem to a working companion.

I shaped the product thesis, interaction model, visual language, and working alpha as one connected system. Each iteration had to answer two questions: does the score feel emotionally aware, and does the GM still feel in control?

  1. 01

    Start with attention

    Running a world, reading the table, and pacing a story already demand a GM’s full attention. I began with a simple product constraint: the score should support that work without becoming another instrument panel to operate.

  2. 02

    Make emotion legible

    I reduced the experience to a small, readable emotional language. Calm, Dramatic, and Intense give the score enough range to feel responsive while staying understandable at a glance.

  3. 03

    Prototype the room, not the demo

    Early iterations used replayable scenes and live tabletop conversation to test pacing, trust, and the moments when a GM needs to guide the experience directly.

  4. 04

    Let the system recede

    The working alpha became a tap-first companion: clear readiness, visible score state, and direct control when it matters. The complexity stays behind the experience.

The working alpha

Built for the edge of the table.

The current GM-facing surface runs across phone, tablet, and browser. The mechanics behind it remain private; the experience principle is visible: readiness is clear, the score state is readable, and guidance is always close at hand.

Tabletop Symphony working alpha on a phone.
Phone capture · the same GM control surface used in the current alpha.
Tabletop Symphony working alpha scaled to a tablet.
Tablet capture · the layout expands without turning into a diagnostic dashboard.

The emotional language

Three states. One continuous story.

I kept the visible vocabulary intentionally small. That makes the experience easy to read while the artwork, score, and pacing carry the nuance.

Calm scene-state concept art.

Calm

Exploration and discovery

Dramatic scene-state concept art.

Dramatic

Tension and consequence

Intense scene-state concept art.

Intense

Danger and climax

Concept to product

A north star, not a specification.

The first concept established atmosphere, hierarchy, and the idea of a single ritual-like activation moment. I used it to set direction, then simplified the working interface around what a GM actually needs during play.

Early Tabletop Symphony activation-screen concept in a phone frame.
Early activation concept · atmosphere and hierarchy before implementation.
Tabletop Symphony implementation concept broken into interface, visual, and atmospheric layers.
Concept breakdown · separating interaction structure from illustration and atmosphere.

Kept

A clear center of gravity, cinematic restraint, and a compact emotional preview.

Changed

Less ornament, more operational clarity, and controls that remain understandable in the middle of a session.

Design system

Craft documented as a system.

I documented the visual language early so the product surface, scene art, and storytelling all speak in the same voice. The system combines candlelit warmth, orchestral references, and restrained dark-mode utility.

Tabletop Symphony design system with brand foundation, logo, palette, typography, components, voice, and imagery.
Tabletop Symphony visual systemBrand · interface · imagery · voice

The public boundary

Enough to show the work. Not the playbook.

This page intentionally shares the product premise, experience principles, visual evolution, and current alpha surface.

The mechanics, tuning decisions, evaluation data, music structure, and launch strategy stay private while the product is in development.