These two styles also establish together something like limits of what I feel is an important polarity, as regards videogames – from ‘mechanics’ to ‘organics’. Free improv is non-machinic, wobbly, animal, plant-like, fleshy, etc – riding on pure real-time which is not spatialised in the least. Whereas computer dance music is totally machinic, totally computable, totally spatialised, and has bodily attractions of a different sort, which feel essentially disciplining, though not necessarily in a bad way. So, I think exploring the space between these styles feels exciting. There’s a need in videogames, at the very least, to discover their organic pole, where dance music’s patterns, loops or grooves etc might function as the raw material from which a new organism can be built. Though the raw material will need to be cooked first – and its pieces won’t survive the melt. (via Level up: an insider’s guide to making video game soundtracks in 2014 – FACT Magazine: Music News, New Music.)