
I'm Rachel Gates, a current undergraduate student studying at Rensselaer Polytechnic Institute who dual majors in Music and Game Simulation Arts and Sciences (GSAS). I specialize in audio engineering, sound design, and music composition and production. Currently, I am employed at the Curtis R. Priem Experimental and Performing Arts Center (EMPAC) as an audio engineer.
This game was created in Unreal Engine as a two-week project for Rensselaer Polytechnic Institute's experimental game design course. I created and implemented all music and sound for this project using Wwise, FL Studio, and Avid ProTools.Backseat Driver takes a creative spin on two-player gameplay, where players aim to deliver as many pizzas as possible within the time limit. However, the player who controls the car as the "driver" cannot see the screen. To find each address, Player two must guide them on the road while analyzing the map given to them on hand.


Welcome to my blog! Here, I will keep updates on both research and progress on my Music & Tech 2 Project, as a part of the course from Rensselaer Polytechnic Institute.
Papers that align with my interests:
In the first paper, "Chorale" Violon Harmonization: A Practical, Compositionally-based System for Generating Live Harmonies, Christpher Tignor goes into detail about his transducer-based harmonizer midi rig, which pairs with acoustic instruments (such as the violin used in the primary example, or anything that can have a transducer pickup placed on it. I've been very drawn towards the idea of incorporating some sort of midi mechanic to alter my performance while playing acoustic bass, especially in some sort of complementary accompaniment such as it is used here. I found this paper to be a good insight behind the processes that may be used to create this kind of acoustic-electric joint performance environment in which one complements the other. It also goes into detail what kind of physical setup configurations could be used in terms of controls, which in this case settled on the use of a midi pedal board.
The second paper, Exploiting Mimetic Theory for Instrument Design, delves even deeper behind which kinds physical and psychological design choices make an electronic instrument "believable", and others not so much. It centers its focus around the creation and design iteration processes of a guitar-like instrument, along with highlighting what makes association between gestures and musicians' movements in accordance to what the listener would "expect" to hear how an instrument would react. I pulled this article because I believe that intuitivity of design would be a very important role if I were to make some kind of physically interactive system that could be incorporated into the live playing of an actual instrument. Being able to include something that not only visually makes sense to the listener, but feel reasonable and uncumbersome to the musician when combined with their existent playing is something that would need intricate planning, in addition to multiple different trials to see what kind of interactive system would work best.
Lastly, in Guitar Augmentation For Percussive Fingerstyle: Combining Self-Reflexive Practice and User-Centred Design, the author delves into the concept of augmented guitar designs, specifically ones that complement the "percussive fingerstyle" technique. As I would like to try and incorporate my usual jazz pizzicato style on an upright bass into my project (which is an already physically interactive instrument), I notice that at times I subconciously make percussive accents rather than the intent one would have of producing a specific note on string contact. I could potentially incorporate this into a more intentional act of creating an interactive, percussive interface on my upright bass via mapping sensors or transducers that can detect the velocity of a note and output a desired accompaniment to what was intended.
Da(ta) Bus was created in Unity as a submission for Wolfjam's 2024 Hackathon. I composed the music and edited the sound effects for this project using FL Studio and Avid ProTools.In this casual puzzle game, Connect the circuits to route Buster to his destination elsewhere on the motherboard. Be careful where you place your tiles; you may end up blocking Buster's path!


This game was created in Unity as a project for Rensselaer Polytechnic Institute's Game Development 2 course. I created and implemented all music and sound for this project using FMod, FL Studio, and Avid ProTools.Umbral Pursuit is a stealth based roguelike game where you play as Osk, the master of shadows. Reclaim what was once yours by sneaking around the Light Mage's mansion, morphing into shadows, and assassinating guards.


EMPAC - Assistant Audio Engineer (2023-Present)
At EMPAC, I assist with residential artists, exhibits, and performances through setting up audio equipment, recording events, and assisting front of house. I've also participated in past acoustic research, collecting various ambisonic recordings of our concert hall.
Rensselaer Polytechnic Institute - Union Show Tech (2024-Present)
As a part of the Student Union Showtech Audio Team, I help set up and run live sound systems at various events across campus. These events range from live music groups to student showcases, to guest performers visiting campus.
Rensselaer Music Association - Chief Studio Manager (2024-Present)
As the Chief Studio Manager, I am in charge of maintaining, coordinating, and organizing sessions within the Rensselaer Music Association's (RMA)