The story of Vandal is a story of pure coincidence. What started out as a pretty laid-back design study, later turned into something that actually meant great fun to us. Even that much that we've put ourselves together and finally considered making a „product“ out of it.
Although guitar amp modeling
finally managed to establish
itself on the music gear market,
we always missed a certain
liveliness and interaction with
the guitar or the playing style.
Put simply, we missed „Rock 'n
Roll“.
It was summer 2008, when,
disillusioned, sceptical, but
bursting with curiosity, we
asked ourselves: how does one
build a real good,
realistic-sounding software
amplifier? How impossible is it
actually to develop algorithms
for the amp and a cabinet
simulation that do more than
just apply a simple distortion
curve and fit that up with
subsequent filtering and
convolution? How about going for
discrete models of actual
building blocks? Is it really
necessary to render an entire
cascade of class-A or A/B tube
stages, in realtime?





