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Artist Interview | Exist in Sound, United States



Tell us about a project you worked on you are especially proud of?

I'm proud to be an independent music publisher. What started out as a way for me distribute my own music is now a platform where upcoming and veteran Artists alike can entrust their digital memories (songs) to me. I also published one of the first and still running Unreal Engine based music players called Tranceplayer. And as of the past year, I've been 

interning with Redux Recordings where I'm fortunate to gain insight on all the cool things that go into bringing you the best in trance.


What's the biggest misconception about DJing and producing?

I don't know. Everything is available, should you choose to make the move.

It'll take time but the more you compete, the sharper you'll be. You can do it too.


How would you describe your music production style and genre?

When pushed against a wall I tend to make music. When I'm at my limit with annoying things.

And the happier the tune, the more annoyed I probably was. Hardcore and techno music seems

to be made by the happiest people. I try to stay progressive, but I played too many video games

and so you'll sometimes hear bells and chimes. My own catalog is mostly trance subgenres like

Euro/Synth Pop, some melodic but not usually uplifters.


What styles of music do you usually DJ?

Whatever labels send me. Mostly trance. Usually starts with low 120's progressive house, then jumps to the 128 range with progressive trance. When we hit 132-136 we have groovy trance, house, bass, tech, just a bit of attitude which wakes people up. We then get into business with 138+ where big trance happens. Anything above that is usually hardstyle. In my 250+ hours of recorded livestream and broadcasting I've never prepared a set. I listen to the track for the first time at the same moment you do. It's the only way I can stay in the moment. The added challenge and risk makes me feel more alive.


As a DJ, analog or digital and why?

Am I the only one who gets motion sickness from dj gear? 3 hours is my current limit, as the platters then start to look like they're still moving! Controllers are great for perfection needed in studio mixes and big deals. CDJ are way more fun though and people appreciate the added effort. I'm most down with vinyl though and would prefer to use digital vinyl and Serrato if it means getting to use a real turntable. For our inhouse radio

I use all 3 setups depending on what the show is. 


What do you like most about music production?

Lots of things but I think I dig making something from nothing.

Then wondering if it could happen again and being in wonderment about what will happen next. The cycle repeats.


How long have you been producing and DJing?

I was involved with DJ stuff in LA for a while, rolling with a crew from Korea who threw parties in K-Town and Hollywood. A totally different life it feels like now. I've always been making music, and I try to keep learning, never being too caught up in the past.


What's your typical work process when producing a new track?

I don't start with percussion aside from the kick to set my volume ranges. I go with rhythm making first, and get a few track layers of arpeggios and add more percussion second.

Then with something to groove with, I'll explore Serum and Reason soundbanks to make a tune. My biggest challenge is also where I do best, which is arrangement. I can tame anything.

I spend most of my time making it sound right. Recently label Artist Kevin Cornine was coaching me on how to use SPAN (a spectral meter) to see where track

layers live as a sound form. My goals now as a producer is to learn more from my friends and stay frosty. 


Tell us about your studio setup.

I produce with Reason Studios on a PC (11th gen i-5 @ 3.60). I use Corsair headphones and CR-X monitors. I use Serum as my main VST but I also have a few drum machines and keyboards from Roland which I use for live performance. 


Can you share one DJ tip?

DJs and producers who hear "no" shouldn't get destroyed by it.

A demo or gig rejection isn't a rejection of you as a musician or person. Just assess, regroup

and keep competing. A label or nightclub agency will always say "Though we're not feeling this one, you are always welcome to apply again." That's major, so recognize it!


What other musicians or music producers inspire you?

The 30+ guest DJ on Tranceplayer. All label Artists and musicians I met along the way.

My early hero's would be Underworld, Orbital, Empirion, KMFDM, Juno Reactor, The Specials Everyone. Anyone who makes music.


What are some upcoming events or projects you are excited about?

I'm always stoked about upcoming releases on our label from a cast of music makers 'round the world. In addition, a handful of them are currently touring or have DJ residency in their home cities.


Where can we find out more about your music and DJ schedule?

Exist in Sound has an inhouse 24/7 trance radio which is also to be featured in our streaming

music Tranceplayer. Each week I feature upcoming DJs and our schedule

is on our website and everywhere. Supporting my label artists is supporting the global underground.

Tranceplayer

First Person Media Player (FPMP)

Digital Concert Space (DCS)

Includes Audio live stream capability.

Powered by the Exist API & Unreal Engine

Developed by Leka Studios, Sweden Tranceplayer Lite Available here ESRB Rated E for Everyone

Minimum System Requirements:

OS: Windows 10/11 64-bit

CPU: Quad-core Intel / AMD @ 2.5+ GHz

RAM: 8 GB, Recommended 64 GB

GPU: NVIDIA GeForce 470 GTX / AMD Radeon 6870 HD series

Video Card/DirectX Version: DX11 or DX 12 compatible

Size: 1GB


Recommended System Requirements:

OS: Windows 10/11 64-bit

CPU: Six-Core Xeon E5-2643 @ 3.4GHz

RAM: 64 GB RAM / 256 GB SSD (OS Drive)

GPU: NVIDIA GeForce GTX 970

Size: 1GB



Credits:

Exist in Sound uses Unreal® Engine. Unreal® is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal® Engine, Copyright 1998 – 2024, Epic Games, Inc. All rights reserved. Exist in Sound® & Tranceplayer® registered trademarks.Note, Galaxy S, Galaxy 5G, "Samsung" are All trademarks, service marks, and trade names are trademarks or registered trademarks of Samsung Electronics Co., Ltd..

Velvet, ThinkQ™ are all trademarks, service marks, and trade names are trademarks or registered trademarks & Copyright © 2009-2024 LG Electronics. All Rights Reserved

The "Android" name, the Android logo, the "Google Play" brand, and other Google trademarks, are property of Google LLC.


"The Android robot is reproduced or modified from work created and shared by Google and used according to terms described in the Creative Commons 3.0 Attribution License." Google Play and the Google Play logo are trademarks of Google LLC.NVIDIA, the NVIDIA logo, 3D Play, 3D Vision, 3D Vision Pro, 4-Plus-1, APEX, CUDA, Dabbler, DirectStylus, DirectTouch, FX Composer, GameStream, Geared For Gaming, GeForce, GeForce Experience, GeForce GTX, GPUDirect, G-SYNC, GRID LINK, GRID vGPU, GRID VGX, IceClear, ICERA, Iray, Jetson, Kepler, Made To Game, Maximus, mental ray, NSIST on NVIDIA, nTersect, NVIDIA AutoWorks, NVIDIA BATTERY BOOST, NVIDIA Business Platform, NVIDIA GameWorks, NVIDIA GPU BOOST, NVIDIA GRID, NVIDIA GRID vGPU, NVIDIA G-SYNC, NVIDIA IndeX, NVIDIA Maximus, NVIDIA Maxwell, NVIDIA nForce, NVIDIA PartnerForce, NVIDIA PureAudio, NVIDIA Scene Graph, NVIDIA SHIELD, NVIDIA SLI Ready, NVIDIA Slide Cover, NVIDIA TXAA, nView, NVLINK, NVS, Optimus, OptiX, Pascal, PGI, PGI Visual Fortran, PhysX, Quadro, Quadro Experience, RealityServer, SceniX, Shadowplay, SHIELD, SLI, SLI-Ready, Surround, Tegra, Tegra NOTE, TegraZone, Tesla, The Way It's Meant to be Played, TWIMTBP, ULMB, vGPU and Vibrante are trademarks and/or registered trademarks of NVIDIA Corporation in the U.S. and/or other countries. Other company and product names may be trademarks of the respective companies with which they are associated.

AMD, AMD Radeon, AMD Radeon Logo is a trademark (or registered trademark) of Advanced Micro Devices (AMD).


Microsoft, Windows, Windows logo is a trademark (or registered trademark) of Microsoft.

All companies mentioned are not affiliated with Exist in Sound.

Exist in Sound® uses Unreal Engine. Unreal is a trademark or registered trademark of Epic Games, Inc. in the United States of America and elsewhere. Unreal Engine, Copyright 1998, 2024, Epic Games, Inc. All rights reserved.


2024 ® Exist in Sound & logos are protected trademarks.


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