A headshot of a white man in his 30s with short red hair, a short red beard and blue eyes. He is smiling.

Pete Lannon

(he/him)

I am a multidisciplinary artist with a background in theatre and performance. My practice moves between live performance, sound, music and games, always taking a playful approach to exploring complex ideas. A lot of my work is preoccupied with the imagining of different masculinities that are rooted in care and nurturing, and begins from autobiography.

As well as making sound/music/games I’m co-artistic director of performance company SUPERFAN.

I’m also a member of Sprog Rock, a band that creates music for young children and their families.

A screenshot of a brightly coloured 3D adventure game. A large, lumpy pink figure is running in the centre of the screen on a bright green grassy landscape. There are menu buttons in the corners reading "to do list" "pause" and "check on your boy". In the bottom left is a donut with a zero next to it, in the right a carrot with a 5. The figure has red and blue health bars above his head and glowing orbs, trees and mountains can be seen in the distance.

My Number One Boy

My Number One Boy is a prototype for a playful and silly adventure game in which you guide, protect, and care for your Boy in an open world full of quests to be completed (or ignored) and distractions aplenty. Part silly dad-sim, part frustrating open world exploration, the game draws on my own experience of parenthood and the joyful, exasperating responsibilities that come with being the person nominally in charge of a chaotic and inquisitive young child.

Your Boy may not always listen to you, and, while you may have a to do list of quests to complete, he is much more interested in exploring, playing, and eating donuts.

How can games allow their players to construct and inhabit different masculinities, and what does it look and sound like for those masculinities to be rooted in something other than patriarchal images of men as conquerors, heroes, or rulers? My Number One Boy is an attempt to ask this question.

Placed in the role of a father of a Boy, you have a list of quests to accomplish, but your Boy has other ideas – ideas that may get him into trouble. Can you complete your to do list while keeping your Boy happy and healthy? Should you? The game seeks to present game mechanics and sounds of hegemonic masculinity: achieving mastery over the environment or enemies and control over your avatar, completing challenges and scoring points. It aims to juxtapose these with alternatives necessitated by your Boy’s own desires: guiding, nurturing, and helping.

Boy voiced by Oran (age 3).

Game design, character modelling, sound design and music by Pete Lannon (age 37).

Playthrough of My Number One Boy
A screenshot of a brightly coloured 3D adventure game. A large, lumpy pink figure is running in the centre of the screen on a bright green grassy landscape. There are menu buttons in the corners reading "to do list" "pause" and "check on your boy". In the bottom left is a donut with a zero next to it, in the right a carrot with a 5. The figure has red and blue health bars above his head and glowing orbs, trees and mountains can be seen in the distance.
My Number One Boy screenshot

Screenshot: My Number One Boy

I Looked Behind Me and Saw the Smoke

A short film with sound & music. An attempt to capture the feeling of watching your child speed ahead. A bittersweet parent-child recasting of Orpheus & Eurydice. Originally mixed for Dolby Atmos.

Film, sound and music by Pete Lannon. Words, running and cycling by Oran.

Binaural sound – best experienced with headphones.

I Looked Behind Me and Saw the Smoke

Failure Machine

Failure Machine is a prototype of a robot-building game exploring wonky physics and unexpected sound generation.

It is a game about making things, those creations not always working out, and the unexpected results of failure.

It is also an interactive journal game made in Twine, an art-writing piece documenting the experience of the game’s creation and the impulses behind it.

Created in Unity and using FMOD. The player can assemble a “robot” from a selection of materials, each with their own physics quirks and sound. Objects can be duplicated, enlarged, or destroyed. Once built, the player has limited control over their “robot”, applying force to their creation and watching it bounce or flail around the world, each different mix of body parts creating its own strange soundscape.

 

Failure Machine gameplay video

An edited recording of several play-throughs of Failure Machine showing the main mechanics and some of the strange and wonky possibilities.

A title screen with a pale green background and pink text that reads "Failure Machine, an extremely silly game idea by Pete Lannon" and then three buttons: "How to Play, Play Game, and Quit Game"
Failure Machine

Screenshot of Failure Machine's title screen

Screenshot from the robot-building game "Failure Machine", shpwing a grene background with various simple 3d objects including a spoked wheel, robot head and arms, and wheels.
Failure Machine

Screenshot from Failure Machine's Build Mode

A screenshot from the game journal accompanying Failure Machine, of fake C# code describing the game.
Failure Machine journal

A screenshot of the opening of the Failure Machine journal game made in Twine.

The Vanishing Birds

A spatial audio work of narrative fiction made for 3rd-order ambisonics, designed to be played in an environment with 16 speakers.

A speculative work imagining a moment in which every bird in the world disappears, from three points of view.

Text by Pete Lannon & Kim Donohoe.

Performed by Ronan McMahon, Kim Donohoe and Pete Lannon.

Sound & music by Pete Lannon.

 

Binaural mix – please listen with headphones.

Stream binaural mix

Echo Escape

Echo Escape is a demo of a game in which you play as an Orca navigating the Strait of Gibraltar. Navigating with your echolocation, you must avoid the boats that swarm the strait and their destructive noise pollution.Echo Escape was an attempt to design a game with audio at its heart, tying the visual fidelity with the “echo” object and creating a responsive audio design that gave the player information about their environment and the dangers within. Using FMOD to create audio triggers and snapshots that transition between environments and change audio parameters based on proximity to other objects, boat size, and the orca’s status.

I created the music and the sound design for the gameplay, and implemented the dynamic audio.

Created as part of the Audio for Games elective with students from the Serious Games and Virtual Reality Course.

Designed by Marius Richter, Tianwei Yang and Pete Lannon.

 

 

Playthrough video
Screenshot of a 3d video game where the player is controlling an Orca in a rocky underwater environment.
Echo Escape gameplay screenshot

The Man by the River (Clyde Built)

Content Warning: Contains reference to suicide.

My first piece made on the Sound for Moving Image MDes. I wanted to use the starting point of the Clyde as a way to connect stories of men past and present, a considering of how those men have changed as the river has changed.