
Announcing Scape.Radio
Bringing Music NFTs to the Scapes Collection For the uninitiated, Scapes is a collection of 10,000 tiny landscapes, created piece by piece by the hands of jalil.eth. Yes, they are banners. #yotb. Since our inception, we’ve been building experiences on top of the collection. Our second chapter deepened the experience with Scapes — we added animation, movement, and interactivity. People were able to explore their tiny worlds. We created a Banner Builder to enable people to share other NFT proje...

Welcome to the Scapes Archive
Originally posted on PunkScape.xyz on Sep 1st. Today we proudly introduce the Scapes Archive.First of all, nothing is for sale. It’s an Archive of our art and assets. Instead of a basement under our headquarters, we use the blockchain. Every archive piece is a 1-of-1 and fully on-chain. There are two main reasons for this move: to preserve history and to make our assets more interoperable. History Our Archive will be open to document provenance and for the world to visit as long as Ethereum e...

Happy Birthday Scapes
Originally posted on PunkScape.xyz on Sept. 25th 2022 Damn… One Year. Has it been one year already??! Whenever i think about the origin of Scapes, i go back to this thread. https://twitter.com/jalil_eth/status/1421099405160030208 July 2021. I had been itching badly to build in web3. I had been learning Solidity since February and building my open source contract extensions while properly diving into Ethereum and i just really really wanted to apply what i had learned so far. Then, Jack Butche...
Welcome home. Composable places stored on the Ethereum Blockchain. https://scapes.xyz ··· https://twitter.com/scapes_xyz



Announcing Scape.Radio
Bringing Music NFTs to the Scapes Collection For the uninitiated, Scapes is a collection of 10,000 tiny landscapes, created piece by piece by the hands of jalil.eth. Yes, they are banners. #yotb. Since our inception, we’ve been building experiences on top of the collection. Our second chapter deepened the experience with Scapes — we added animation, movement, and interactivity. People were able to explore their tiny worlds. We created a Banner Builder to enable people to share other NFT proje...

Welcome to the Scapes Archive
Originally posted on PunkScape.xyz on Sep 1st. Today we proudly introduce the Scapes Archive.First of all, nothing is for sale. It’s an Archive of our art and assets. Instead of a basement under our headquarters, we use the blockchain. Every archive piece is a 1-of-1 and fully on-chain. There are two main reasons for this move: to preserve history and to make our assets more interoperable. History Our Archive will be open to document provenance and for the world to visit as long as Ethereum e...

Happy Birthday Scapes
Originally posted on PunkScape.xyz on Sept. 25th 2022 Damn… One Year. Has it been one year already??! Whenever i think about the origin of Scapes, i go back to this thread. https://twitter.com/jalil_eth/status/1421099405160030208 July 2021. I had been itching badly to build in web3. I had been learning Solidity since February and building my open source contract extensions while properly diving into Ethereum and i just really really wanted to apply what i had learned so far. Then, Jack Butche...
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Welcome home. Composable places stored on the Ethereum Blockchain. https://scapes.xyz ··· https://twitter.com/scapes_xyz

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Trait Guide + Instrument List. Originally published on Medium.com on Aug. 12 2022.
Scape.Radio is a collection of 10,000 algorithmic songs built for Scapes. The original Scapes pixel art is composed layer by layer, and assembled on-chain.
Magical 8-bit Synthesizer, Operator, Analog Lab V
The only trait that appears in 100% of all Scapes. Atmosphere are chord progressions played by various synthesizers. The color of the atmosphere determined the mood & progressions; darker atmospheres resulted in darker more complex progressions and the same for the inverse. All progressions were written in, or close to, the key of D.
808, 909, Drum Samples
The sky trait looks a lot like midi drum patterns, so the sky trait is represented by the drum track. Each loop is composed as a 32-bar loop, with an arrangement that opens at measure 16. I tried to explore different drum styles, and use a variety of patterns throughout the trait category.
Operator, Magical 8-bit Synthesizer, Analog Lab
Celestial traits are dominant melodies. They occur in 73% of scapes. I chose synthesizers that had sympathetic energy with the celestial objects, and melodies that reflected the feeling of time of day. I used reverb to push them spatially towards the back of the listeners’ field, because that’s where they reside in the Scape.
Tal Bassline 101
Planets are the ground we walk on, so they were composed as basslines. Stylistically, they were built in the spirit of ‘krautrock’- sort of hypnotic meditations. My intent was to keep them simple and unobtrusive, but texturally interesting. A solid foundation was important for the SoundScapes, but if the basslines were too busy they ended up stepping on the toes of other traits.
Analog Lab V
One of the very best traits, IMO. Topology are pads (ambient chords) and they occur in the 2nd half of each SoundScape. Each topology has a slightly different chord structure and timbre — glaciers feel cold, and deserts feel sandy.
Tal Bassline-101, Analog Lab V
Cities are frenetic, so I chose synth sequences to represent that quality. They are each composed using different step-sequencing techniques, and are more ‘awake’ depending on the state of the city.
Audio Samples, Field Recordings
Fluid was another obvious trait. I used recordings of bodies of water from places that I love in real life — “Lake” is a recording of Lake Superior in Minnesota. “Ocean” is recorded at the beach in Lynn, Massachusetts.
Piano Samples
Landscapes were the last trait to come together. They are represented by various chopped up piano samples. I wanted to add warmth and an organic feel to the collection and piano (my first instrument) made the most sense to me. This trait plays with the arrangement of the SoundScape; they appear 2 bars at a time from measure 11 to measure 25.
Samples run through SoundToys Effect Rack
All surfaces are samples, and appear in the 2nd half of the SoundScape. They are occur every 4 bars, and are thrown through an effect rack with a heavy reverb and echo. I wanted the surfaces to communicate energy and mystery, so I chose little synth and vocal fragments.
Oberheim SEM, TAL-101 Bassline, Samples
Buildings are atmospheric sound effects that appear at measure 9 and 25. Each one contains characteristics of the building type from my perspective. For example: houses have doorbells, so they ring. Each level of a mansion contains one vocal and one note; level one is just a solo voice, while level 5 is a full choir chord. Hut is a recording of a tent zipper.
Various SFX, Tal Bassline-101, Operator
Each of the monuments were composed as sound effects appearing throughout the SoundScape. The coins appear at the very beginning of the piece & 16th bars, while “Skull” and “Statue of Liberty” appear at the 5th and 20th measures.
SFX
The portals were one of the most obvious traits to compose; they are created using sound effects from various synthesizers. Portals appear at the beginning of each SoundScape, and also at the halfway point.
Samples
Each rocket has a launch sequence associated with it, or a flight path sound effect.
Field Recordings, SFX
Trees appear at the beginning of each SoundScape. The majority of trees are a combination of wind SFX and wind chimes — each tree determines the wind chime material & melody. The palm tree is a steel guitar, and oasis is a steel drum.
Sampled Vehicle Audio
Another straightforward trait. One particular vehicle has an easter egg 🐶 please enjoy responsibly!
Oberheim SEM Synthesizer
Unicorn/Fox both use mystical, spiritual synth patches, appearing throughout the SoundScape. The animals needed to feel alive, so I chose synthesizers that felt whimsical and expressive, and moved throughout the piece.
Trait Guide + Instrument List. Originally published on Medium.com on Aug. 12 2022.
Scape.Radio is a collection of 10,000 algorithmic songs built for Scapes. The original Scapes pixel art is composed layer by layer, and assembled on-chain.
Magical 8-bit Synthesizer, Operator, Analog Lab V
The only trait that appears in 100% of all Scapes. Atmosphere are chord progressions played by various synthesizers. The color of the atmosphere determined the mood & progressions; darker atmospheres resulted in darker more complex progressions and the same for the inverse. All progressions were written in, or close to, the key of D.
808, 909, Drum Samples
The sky trait looks a lot like midi drum patterns, so the sky trait is represented by the drum track. Each loop is composed as a 32-bar loop, with an arrangement that opens at measure 16. I tried to explore different drum styles, and use a variety of patterns throughout the trait category.
Operator, Magical 8-bit Synthesizer, Analog Lab
Celestial traits are dominant melodies. They occur in 73% of scapes. I chose synthesizers that had sympathetic energy with the celestial objects, and melodies that reflected the feeling of time of day. I used reverb to push them spatially towards the back of the listeners’ field, because that’s where they reside in the Scape.
Tal Bassline 101
Planets are the ground we walk on, so they were composed as basslines. Stylistically, they were built in the spirit of ‘krautrock’- sort of hypnotic meditations. My intent was to keep them simple and unobtrusive, but texturally interesting. A solid foundation was important for the SoundScapes, but if the basslines were too busy they ended up stepping on the toes of other traits.
Analog Lab V
One of the very best traits, IMO. Topology are pads (ambient chords) and they occur in the 2nd half of each SoundScape. Each topology has a slightly different chord structure and timbre — glaciers feel cold, and deserts feel sandy.
Tal Bassline-101, Analog Lab V
Cities are frenetic, so I chose synth sequences to represent that quality. They are each composed using different step-sequencing techniques, and are more ‘awake’ depending on the state of the city.
Audio Samples, Field Recordings
Fluid was another obvious trait. I used recordings of bodies of water from places that I love in real life — “Lake” is a recording of Lake Superior in Minnesota. “Ocean” is recorded at the beach in Lynn, Massachusetts.
Piano Samples
Landscapes were the last trait to come together. They are represented by various chopped up piano samples. I wanted to add warmth and an organic feel to the collection and piano (my first instrument) made the most sense to me. This trait plays with the arrangement of the SoundScape; they appear 2 bars at a time from measure 11 to measure 25.
Samples run through SoundToys Effect Rack
All surfaces are samples, and appear in the 2nd half of the SoundScape. They are occur every 4 bars, and are thrown through an effect rack with a heavy reverb and echo. I wanted the surfaces to communicate energy and mystery, so I chose little synth and vocal fragments.
Oberheim SEM, TAL-101 Bassline, Samples
Buildings are atmospheric sound effects that appear at measure 9 and 25. Each one contains characteristics of the building type from my perspective. For example: houses have doorbells, so they ring. Each level of a mansion contains one vocal and one note; level one is just a solo voice, while level 5 is a full choir chord. Hut is a recording of a tent zipper.
Various SFX, Tal Bassline-101, Operator
Each of the monuments were composed as sound effects appearing throughout the SoundScape. The coins appear at the very beginning of the piece & 16th bars, while “Skull” and “Statue of Liberty” appear at the 5th and 20th measures.
SFX
The portals were one of the most obvious traits to compose; they are created using sound effects from various synthesizers. Portals appear at the beginning of each SoundScape, and also at the halfway point.
Samples
Each rocket has a launch sequence associated with it, or a flight path sound effect.
Field Recordings, SFX
Trees appear at the beginning of each SoundScape. The majority of trees are a combination of wind SFX and wind chimes — each tree determines the wind chime material & melody. The palm tree is a steel guitar, and oasis is a steel drum.
Sampled Vehicle Audio
Another straightforward trait. One particular vehicle has an easter egg 🐶 please enjoy responsibly!
Oberheim SEM Synthesizer
Unicorn/Fox both use mystical, spiritual synth patches, appearing throughout the SoundScape. The animals needed to feel alive, so I chose synthesizers that felt whimsical and expressive, and moved throughout the piece.
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