The Sound Shapers – Anoy337

The “SoundShapers” is a series of articles and interviews that spotlight a different member of the Sound Shapes community weekly. Check out other posts here.

The outstanding thing about the Sound Shapes community is that levels will bubble up through various means. Between chatter amongst the heavy hitters on PSN or the different filters on the Sound Shapes community website there are dozens of ways for players to find great content. While digging through my “following” list I saw that many of folk’s favorite levels were from this week’s shaper Anoy337.

Some of his stand-out levels that I have played include:

“Fatal Progress” – Levels like this are special because they take the usual platforming conventions and flip them on their heads. Usually you try to avoid things that can kill you, but in FP you embrace death by jumping into the red hearts on every screen. It also makes the save points (usually a good thing) into a total annoyance to run into. Hitting some of them will have you re-spawn in a part of the level that takes you away from your goal. It makes this level really challenging and almost Vita-chucking. The payoff is well worth it if you can keep pushing.

“Breakdown” – Breakdown sets you up to believe that it won’t be a pain in the arse, but you soon see that it’s devious, treacherous and beautiful. You can see that going into making this level Anoy had a plan, and it was to push players to think before you leap. Besides the actual plaforming, there are a couple of screens that are really gorgeous to look at.

“Bonus Round_01” – So far this is my favorite Anoy level. It plays like a side-scrolling version of the classic game “Mousetrap”. I really appreciate craftsmanship and this one-screen level is chock full of it. What makes it cool is that you have to open gates all around the screen through quick movement, precision jumping, and sequencing. It’s extremely well thought out and is challenging and fun to play.

After playing his levels I had to ask him some questions about his method.

TSP: Give a little background on yourself and why you decided to play Sound Shapes.
Anoy337: Hi all, my name is Lee and I’m a tattoo artist by profession. I’m mostly drawing on people but pretty much whatever spare time I have usually gets donated to video games. Among the many I enjoy is the gem that is Sound Shapes. The ability to use such an amazing platform to freely create your own “songs” is what won my heart.
TSP: How do you plan out your levels? (Music first or art?)
Anoy: To be honest I try not to have a standard approach to making the song but rather choosing my underlying concept first and then approaching it in whichever way is more practical for concept of song. Sometimes however I take a more loose approach and sort of try to let the song just make itself, if that makes any sense.
TSP: Do you make your levels on the PS3 or Vita?
Anoy: I use my lovely little lady, the PS Vita. Sometimes I play on my PS3 but I have made all my levels on my PS Vita thus far. I prefer the touch screen over cursor.
TSP: What are your favorite levels that you’ve made and why?
Anoy: Well this is a tricky one because I have lost many a level before doing online backups and some of them are amongst my favourites. My top published level would have to be “FATAL PROGRESS”. I could maybe have done more with the music but I love how it can make you fear save points if you play it too long, which is usually evident when you play a normal level afterwards. Also I felt making the only thing that could kill you in the level a heart seems to help you embrace death easier.
TSP: What is the favorite level you’ve played and why?
Anoy: There are so many amazing songs and creators out there it would be unfair to choose only one. A stage I enjoyed very much recently though was the “Shape Invaders Song” by Gasssst. It had some innovative game play ideas and a really nice style also. But with guys like Daftbomb, Beejabides, TT, Jool, Gezouten, Earlee and all the many other amazing Sound Shapers working hard, it’s guaranteed another winner song will be uploaded probably while you are reading this interview. Thanks again for making this possible Queasy Games and Sony.
TSP: Any tips or tricks that you’ve learned?
Anoy: Mmmmmmmmm…don’t use elevators the other way around, no matter how tempted. I recently learned that shapes isn’t enough for a good level; sound is also very important. Think about the player objectively when making your song and know who you’re trying to make the song for, even if it’s just for yourself. Most importantly don’t over complicate panels and try to spread out the songs; I struggle a lot with this one.
TSP: What would you like see added to the game in future updates that would make your creations even better?
Anoy: I heard something about a curve pack :) which was my only wish at first, but recently when getting into the sound side I find that a volume adjustment on individual game objects seems like something that could be very useful. I’m not too sure however on how the programming behind it would work so it might not even be possible. Other than that, maybe some weapons to fight back against the reds in Sound Shapes 2.

Anoy also gave us some shout outs:
I would like to thank Kahlief ‘kahjah’ and The Spawn Point Blog for this opportunity. You guys are doing an awesome job. Thanks also to all Sound Shapers for working hard at making dope levels and a very special thanks to all the queasies @Queasygames for making this amazing medium its truly the canvas of our time. You guys rule.

Thanks again to Anoy337 for sharing his great work with the community and taking time to chat with us at The Spawn Point Blog. We hope that you all are enjoying the #SoundShapers series and Sound Shapes. Check back here next week to see our interview with DUSTINISGOOD.

Read More

The Sound Shapers – Gezouten

After Sound Shapes was released there were many creators who put their creative stamp on the community. Some did this by utilizing the objects and sounds given in new and interesting ways. Some of them attached themselves to particular themes and ran wild. In the first initial months the “ESC” (escape) level theme devised from community favorite Daftbomb bubbled up to the surface. The ESC theme is one where the user has to find a way out of the level via some hidden exit. This week’s shaper was one of the first to really make his name by using the ESC theme to create awesome levels.

This week’s shaper is Gezouten or as I like to call him GEZOOOOTEN!

One of my favorite Gez levels has to be his Halloween themed “Unhappy Trees”. I’m always amazed at how quickly the shapers come up with levels and really good ones at that. I believe the HLWN theme was announced on a Wednesday and this level was up before the weekend. The brown and orange color palette mixed in with the spooky soundtrack really plays into the theme and carries you along the story of all the abused trees you find in the forest. It was great to see Gez get in touch with his storyteller side and pull off such a memorable level in such a short amount of time.

“Revenge of the Mad Faces” is a cool level to look at but even better to listen to. Once the drum loop hits it really gets excited to get to the next screen. I have a real affection for tight drum loops and funky kicks and “Mad Faces” totally has them. The reconstructed faces look really cool and the level can be surprisingly difficult in spots. It’s a great mix of art, music and platforming.

Lastly “Gezawesome” Vol1 takes you to this trancy kind of techno place. Its music feels like a Deus Ex level with its pulsating synth notes. Imagery of being miniaturized and placed within a music lovers dream is what makes this level so cool. The attention to detail with things so symmetrically placed must have taken him a long time to create and the payoff at the end is totally worth it.

We spoke with Gez about some of his favorite levels and how he makes them.

TSP: Give a little background on yourself and why you decided to play Sound Shapes.
GEZ: Playing Sound Shapes was a coincidence, I finished some games on the PS Vita and was searching In the PS store for something different. I remembered that I saw some games with music Involved. When I saw the description of Sound Shapes In the PSN-store I knew this could be THE game for me. Why? Because I create music and logos for fun since I was a kid.
TSP: How do you plan out your levels? (Music first or art?)
GEZ: Most of the time when I start creating a level, I have a basic idea of what I would like to create, but mostly the finished level is something totally different. For example: “UFO – ESC,” I wanted to make a level where you entered a UFO and saved the world from the aliens. I got stuck in designing it and had some other idea’s for some levels so first I worked on the “Another Problem”- level. When I returned to “UFO – ESC”, the “ESC (escape)” idea was launched and suddenly I saw it in a totally different way. Other times I just create the sound and then the ideas for the graphics come “Revenge of the Mad Faces” was one of those levels.
TSP: Do you make your levels on the PS3 or Vita?
GEZ: I played the PS3 version a few times, but never created anything on it. And the feeling on the PSVita is really great. The only problem is that I get so addicted, when I get some spare time the Vita is in my hands.
TSP: What are your favorite levels that you’ve made and why?
GEZ: “Another Problem” and all the other ESC-levels. Daftbomb came up with his brilliant “Problem” level theme and it inspired me so much! When I played his level I couldn’t keep the smile from my face. I needed a lot of time to finish his level and after all it wasn’t that hard. So I contacted Daftbomb to ask what he would think of making a series of ESC-levels, it would be a successor to the 1SL series. I used to play a lot of escape games some years ago and loved to make some of my own. I must say, most of my ESC levels, I start designing it as a normal level, but in the process I always get ESC ideas and in the end I created another ESC.
“Another Problem” was designed with the intention to make a level including optical illusions. The original level was bigger, but I deleted a part to keep the level small, to make sure the ESC part wasn’t too hard. After publishing the level, I added some hints in the level because in the first publication it was too hard to find the exit. Now when I make an ESC level I always try to give away the solution in hints or in the thumbnail. The thumbnail of “Another Problem” almost tells exactly what to do and in the level there are a few other hints. When you put those together, the answer is easy to find!
“AMIGA PP Hammer Tribute” was a level I made because I was wondering for years why no one republishes those fantastic AMIGA classics. Even after 20 years they are still great. (PP hammer, Push Over, Gods: perfect games for a handheld:  c’mon SONY!) It’s a pretty hard level to get trough, but hey, it’s a game!!
“Revenge of the Mad Faces”. I made a soundtrack, the “Mad Faces” and “Revenge” came later. As the creators of Sound Shapes said, “You’d be angry, too, if someone was jumping all over your face.” It’s not an easy level, but not impossible. It starts off as an easy level, but when you are half way through the level, the mad faces are getting really mad!
“Unhappy Trees-HLWN” was my first story-based level. The Halloween theme-a-week was launched and I totally had no Idea what to do with it. I first made a Halloween soundtrack and wanted a forest as setting. While I was making the forest I got an Idea of what the story could be. So I made a sentence that told the basic story and worked on one screen without knowing what the next would be. It has a lot of humor in it, when you look at the details.
TSP: What are your favorite levels you’ve played and why?
GEZ: There are so many fantastic levels. I love all the levels from Daftbomb, TT, TheBeejAbides, Anoy337, jool2306, gassst and Earl-leegraves.
“Escape Suburbia” – ESC (TheBeejAbIdes) – When you first play this level, you get confused more than once. This is what an ESC level should be. It has great challenges and nice graphics. Beej knows how to make great graphical, musical, story-based levels.
“Fatal progress” (Anoy337) – Damn that was hard. My top time was 49 minutes, but it was worth my time. There was one screen almost at the end of the level that I had to replay so many times, but it was too good to stop.  It’s sad that people give up so easy on harder levels, because there are many great levels not finished because of that.
TSP: Any tips or tricks that you’ve learned?
-Look what others do, you learn a lot from them and don’t be afraid to ask for advice.
-Make a nice thumbnail for your level. If you are looking for a random level, you will always pick the ones with a nice thumbnail.
-Make sure that your level is “boxed in.” It’s never nice to play someone’s level and fall into empty unedited places.
-Play Daftbomb’s tutorial levels; they are the way to success!

TSP: What would you like see added to the game in future updates that would make your creations even better?

-Layers: put objects In front or background.
-Suicide button: When you get stuck, return to previous checkpoint. It’s frustrating when you are almost at the end of a level you get stuck and have to restart the level.
-Probably very expensive: Why not make an app for android/iPhone, where you can play (some) community levels? It could be good advertising.
-Multiplayer levels, it would be nice to play together, and could create a new wave of levels. And why not be able to pass levels to another user, so you can work together on one level, or make your own version of somebody’s creation.

I again want to thank Gez and EVERYONE who had decided to be a part of this project. People have been really excited to hear the stories and inspirations that have birthed all this great content.

If you have any thoughts, questions or comments, leave them below and if you have the game get out there and start creating.

Read More

The Sound Shapers-TheBeejAbides

The “SoundShapers” are a series of articles and interviews that spotlight a different member of the Sound Shapes community weekly. Check out our entries here.

 This week in our SoundShapers series we spotlight community member, TheBeejAbides.

 Beej was generous enough to share some of his time and grant us an interview. Here is how it all went down:

The Spawn Point (TSP): Give us a little background on yourself and why you decided to play Sound Shapes.

TheBeejAbides: I guess you could say that I’ve been platforming ever since they made platforms, so SoundShapes was a natural path to take.  From Pitfall (ColecoVision) to WonderBoy (Sega Master System) and Mario Bros. (Nintendo) to Sonic (Sega Genesis), and beyond, I have been trying to avoid the inevitable video game platforming death for over two decades.  I’m old school, son!  When I found out I was able to create my own platforming levels, I jumped at the chance.  I downloaded SS on day 1 and have basically been profoundly hooked ever since.  The fact that the game combines three of my loves (Gaming, Art and Music) has made it so I really haven’t had to play anything else since I bought it.  Damn you Queasy!   It’s so good!

TSP: How do you plan out your levels? (Music first or art)

Beej: I always create the musical composition first (unless it’s a 1SL, and then music is secondary).  I have found that a good song really adds a lot to your level.  The emotion or panic that it can evoke works with the color scheme and art to set a tone, and those tones dictate the experience that someone will have while playing the game.  You obviously want them to have a memorable experience when playing, so after the music, I start placing platforms in places that require the player to collect the notes in an order that makes sense for the music.  Sometimes I like to require the player to stay on a screen for a moment after all the notes are collected so they might hear the music for a couple of loops. After the rough platform ideas are in place, then come the dangerous red obstacles and moving parts (lasers, creatures, etc).  I basically play the level from start to finish after every screen I create, to see what the experience is like and how well it flows. This sometimes inspires vast overhauls or idea changes while I am creating, so I’ve learned to not rush a level to completion. I guess that’s where the artist in me takes over and I can obsess about the angle of a box or the placement of a vertical wall or sometimes even the tone of the music.  It’s rare my levels end up looking like what I had originally envisioned. I love the fact that you can go back and update your levels, too, because ideas never stop coming and sometimes you notice a third elbow on a screen that needs to be amputated. The surgery is relatively painless.

TSP: Do you make your levels on the PS3 or Vita?

Beej: I am one of the few that create and play on the PS3.  Most of the other shapers that I communicate with via the PSN are rocking the Vita. Shaper “Daftbomb” has tried persuading me to get a Vita, and he’s lobbied quite well, but I have yet to pull the trigger.  I’m guessing that creating on the Vita is a bit easier, but I’ve come to feel quite comfortable with the PS3 controller as my ‘paint brush’.  Oh, and I can’t receive picture attachments that are sent from a Vita.  Yo Sony, what’s up with that?

TSP: What is your favorite level that you’ve made and why?

Beej: This is a difficult choice, but I’d say “Plug Me In” is my favorite so far. The concept is sort-of-kind-of like you are rolling around inside a microphone or an amp (or something musically electronic) and all the while you are experiencing a very tame Def-Poetry type of arrangement. I worked with the idea of revisiting sounds by having the player enter parallel screens to the ones that they had already collected notes from. Each screen has a word or words that are intended to be part of a long statement or ‘groove manifesto’ that is really, in essence, the way I feel about the game of SoundShapes.  It’s long and difficult in certain spots, but it is definitely emotive for being kind of simple in appearance.  In short, it’s saying: “Plug Me In to this game so I can get funky!”

TSP: What is your favorite level you’ve played and why?

Beej: This is also a difficult choice because I just logged my 1,000 level played, so there are a lot to choose from.  I’m not super discriminate with the “like” button when assessing someone else’s level because if there is even one single aspect that I like about it, be it the music, the art, the play-ability… heck sometimes I just like the title… I will give it a “like”.  But when it comes to levels that are just plain awesome or memorable, these stand out:

     1. “Triptych” by Daftbomb – This level is super tough; it looks great, and has no checkpoints. It’s pretty typical of what you can expect from a Daftbomb level:  It’s a sharp as a knife but you want to take a bite out of it because it looks like a birthday cake. It combines all the skills of movement, and the sounds create an environment that puts the pressure on you to make no mistakes. Daft has been a driving force behind a lot of stuff going on in the SoundShapes online community.  He put together a discussion group of some of the most active creators and we’ve all been communicating and bouncing ideas off of each other such as the  1SLs (Daftbomb), the ESCs (Escape Levels) (gezouten), and maybe a new project yet to come (TheBeejAbides)? I guess we’ll have to wait and see…  but with over 500 fans following him, it’s no surprise that Daftbomb continuously cranks out awesomely challenging and aesthetically beautiful levels. He’s even created playable levels to explain some of these niche ideas, which are also pretty great. He’s a true master of Shaping. {I also suggest “Deathcom” by Daftbomb…. it’s long and difficult and oh so rewarding to finish!}

    2. “A Nightmare on Church Street” by TonyTough – It’s another great narrative from an original artistic mind. He creates depth very well and uses background objects to create landscapes unlike anyone else in the SoundShapes community. The slow and low music places you in a setting that is creepy and dangerous, and you aren’t sure what perils will come next. He’s really good at using objects in a non-literal way to create his scenes, like an ice sheet for a fireplace mantle and other such cool twists on platforming.  There’s also a kind of puzzle aspect to the level with clues to finding the ending, which are not immediately evident.  All of TonyTough’s levels are awesome and take a nice chunk of time to play.  They all have a replay value because the art and stories are pretty awesome.  I’m super excited for his new saga called “The Ninja”, because I have an affinity towards ninjas and he is experimenting with a new way to tell the story.  It’s pretty fricken sweet.

    3.  “Life is Too Short” by jool2306 – You don’t really “play” this one as much as you “watch it”, but it delivers in all the right ways.  jool2306 has an aesthetic that I love, which is kind of a child-like “cartoonishness” that goes along great with his storytelling ability.  He goes a little further in “The 8th Wonder of the World”, where he recreates iconic world landmarks that you tour while unlocking the portal to the final world wonder… I wonder what it is?  Hehehe. He is fast becoming my favorite creator and it’s worth paying attention to his “Egg” series, which is very creative and, so far, boundless in its aim.  I like when I am wowed by a level, and jool2306 certainly does that.

     4. “FATAL PROGRESS” by ANOY337 – Death is good? In this level, it is. You have to die in a certain sequence in order to make forward progress in this level, and it is fricken’ awesome! Very fun, frustrating, rewarding, and time consuming, but all the while you are totally engaged and determined. The platforming is creative, varied and challenging; just don’t accidentally trigger an unwanted checkpoint, because you will have to start all over again.   ANOY337’s other levels are great too; he will sometimes use giant-sized forms to create a miniature perspective in a macro world.

     5. “Escape From Guantanamo Bay” by Old_PopTarts –  This level isn’t overly difficult or even super artistic, but it just works very well as an environment and is fun to navigate as a platformer.  It’s arranged well and you certainly feel the coldness of the prison before you make your way out.  Unfortunately, Old_PopTarts has had some internet trouble as of late, but hopefully he gets it sorted out because I’d like to see a new level from him.  He’s one of the fiercest players (along with Milkmaniac) and his times are always some of the best on almost every level.  Tenacious is an apt description of both PopTarts and the Milkster, they can just flat-out get it done.

     Honorable mention:  Check out these users for more totally awesome levels-  Gannon767, gezouten, DUSTINISGOOD, TheFrostE, reinokid, VengefulTorture, pikathon, and yodalex.

TSP: Any tips or tricks that you’ve learned?

Beej: The more time that you take with your creation, the better it will be.  The more you play your levels while creating them, the better the platforming movement will be.  And remember people, it’s: “SOUNDshapes”. Make it sound good!  (Also, try to limit the amount of objects on a screen [especially creatures or moving parts] and try not to move around the start and finish markers while creating… this will help you avoid the dreaded “Script Error” for overmaxing… this is the primary problem with the game and I hope they can fix it with a patch or with DLC or with a SoundShapes2… I’m already salivating at the thought of it.)

TSP: What would you like see added to the game in future updates that would make your creations even better.

Beej: I’d like to see the kinks and bugs ironed out of the game (as mentioned above) and I’d like to see a more diverse instrument set.  I’m not crazy about using the loops so I’d rather have more tones and single-note noises that I can play with. I’d like the ability to overlay colors or shapes in whatever manner I’d like to, instead of the fact that my sticky substance always has to be on top of the red or on top of the non-sticky platforms.  Also, I’d eliminate the vocal tracks.  I’ve only used it one time on one screen, but some people just abuse the use of them.  I think even Beck would say that.

Before we wrap this article up, I wanted to take a quick stroll through some of my favorite Beej levels and have the artist himself share some of the inspiration behind them.


“Diamond Elephunk Factory” – This is the first level I ever played from TheBeejAbides. Its screenshot gave off the notion of airiness and light, an awesome level of asymmetrical detail, and great use of the embedded color themes SS has to offer. I had to play it, and once I did, I soon became a fan of his work. Although one of his earliest levels, Elephunk had a really cool style and a beautiful musical arrangement. There is a really distinct balance in this level that seems to always be at play. The platforming, which–although not super hard–is difficult enough to keep you on your toes, and the lovely Oriental zen garden-esque soundtrack is fun to listen to. Towards the end Beej drops perfectly placed drums to push you towards your goal. I appreciate this level and think it’s a must-play for folks.


“LazerDogAccident-1SL” – This level is a part of Beej’s “LazerDog” series in which LD is put in harrowing circumstances and has to make a way through. The first thing that has to be said is that this level is HARD, and as you will see from our interview, Beej made it that way for a reason. The pulsating lasers and bounce targets are one thing but the screw missiles and breakaway floor are another. Your dexterity and patience will be tested, but as a survivor of the level I can say there is a method to the madness. If you don’t go mad first, that is. I really think Beej should start giving out “I survived the LazerDog level” t-shirts upon completion. It’s only right.


“Clusterfunk Spelunking” – The Clusterfunk level pays homage to classic horror movie tropes as signage foreshadowing your doom. Along with suspenseful imagery, ominous musical tones provide a great background for a really well-thought-out level. Lots of jumps that seem just out of your reach, smart uses of the geometry and nice flourishes of style all around make the level great to play. I loved his “Beej Presents” text towards the beginning of his level, it brings that feeling like something cool is about to happen.



“Clusterfunk Spelunking” – I kept the song very simple with one loop (until the end where I bring a new loop in) and add one guitar tone at a very low tempo.  It felt dark and dank and a perfect way to emote the underground feeling. The part above ground part was added at the end of the creation to really help create that feeling of going somewhere nasty and scary. The colors darken as you move from screen to screen, then it gets dark and scary and lots of stuff tries to kill you. I got more into the manipulating of the rhythms of lasers and stuff on this one which was super fun and makes for a really tough level.  You really have to pay attention to the rhythm to advance without harm.  There’s a killer ice sheet platform screen that will test anyone’s skill and patience, and of course, rabbit flowers grow down in that dank hole.  Heh.

 “Diamond Elephunk Factory” – This was the first level I created, but not the first one I published.  After I published a couple “test” type levels I went back and reworked the whole factory, but the song is awesome so it stayed exactly the same. The platforms were essentially in place, but I didn’t really know how to work the editor that well at first, so the rework was key. I added all the red and cleaned up the platforms so that a gifted player could move fast through the whole level. No enemies or lasers on this one, just plenty of red design waiting for you to slip, fall, or jump a little too far.  I think it’s the level that got most of the attention for me early on, so it is very close to my heart.  I was shocked when people were finishing with better times than mine… I was like, “But I created it!  How could they beat me?”…. heh.  Needless to say it inspired me to make harder and harder levels. If you go to the you will see that most of my levels are up at the top of the “Deadliest Levels” list.  I couldn’t be more proud of that.  :)

 “LazerDogAccident – 1SL” – This is the fourth 1SL out of five in the LazerDog Series, and we can thank Daftbomb for this monster.  He had been poking me to make a single screen level for a while, but at the time I was working on “Ninja Seizure Fun Times Commotion”, so I finally finished that level and made my first 1SL.  I basically wanted to break people’s spirit with my 1SLs, or basically make them so hard that people might throw their controller or turn off their Vita, but do it in a way that was kind of endearing.  Enter: the LazerDog.  She (that’s right ya’ll, LazerDog is a ‘she’) is a feisty pup that won’t take no for an answer.  In “Accident”, the idea is that LazerDog is playing in traffic and the ensuing madness causes a bus accident, which you then must weave through to get back home.  Close calls occur and quick reactions are required, as in all of the LazerDogs. It’s no surprise that these levels are seldom finished, people just give up I suppose.  And that’s fricken hilarious to me.  I give respect to anyone who can finish all five, but so far no one has.  I’m looking in your direction, Milkmaniac, CrunchKupo, redespair, Old_PopTarts, and DUSTINISGOOD.  I know you guys can do it!  Tame the LazerDog!

 -TheBeejAbides says: “SOUND SHAPES LIFE”.  So start making music! Thanks to everyone who plays and likes my levels…. and hey, Queasy, “HIRE ME!”

I want to thank TheBeejAbides so much for all of his help with this article. The response to this series has been AMAZING, not only from our readers but also from the Sound Shapes community. If you have any questions or comments please leave them below and also follow us at @spawnpointblog on Twitter or TheSpawnPointBlog on Facebook or Google+.

We also have great news! After seeing our initial article, the fine folks over at Queasy Games asked if we could do some collaborative work on this front. We will be working together to showcase even more community members until the end of the year. If you aren’t doing so already, follow @soundshapes and the hashtag #SoundShapers. Look out for these stories to drop on our site and the Sound Shapes blog every Wednesday.

Read More