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Shepherd's Symphony
A pastoral rhythm game where herding is the instrument.
- Year
- 2025
- Status
- In development
- Role
- Design, code, systems
- Stack
- React, Canvas, TypeScript, Web Audio
Overview
Shepherd's Symphony started as an experiment about emergent movement: what happens when a flock reacts to sound instead of to a cursor. It grew into the project where I formalised most of my game architecture — state machines, entity handling, and the documentation practice I now reuse everywhere.
The idea
Herding is a negotiation, not a command. Every animal has its own inertia, fear radius and curiosity. The player conducts rather than controls, and the music is the readable state of the simulation.
What I learned
The documentation produced here — architecture conventions and the project bootstrap checklist — became my baseline for every new project. It lives in the vault and gets versioned like code.
Highlights
- —Flock simulation with per-entity behaviour
- —Audio-reactive feedback loop
- —Documentation set reused across projects