Mechlab Theme
#2 Members - Reputation: 875
Posted 01 October 2012 - 03:04 PM
Thanks for sharing!
Cheers,
Moritz
Check out my Music/Sound Design Reel on moritzpgkatz.de
#4 Crossbones+ - Reputation: 520
Posted 03 October 2012 - 11:12 PM
I was wondering would you be able to give a short break down on how you made a piece such as this?
I also completely agree to the above statement.You're one resourceful guy, Nate. Your musical diversity is awesome.
Thanks,
Caleb Faith
#7 Members - Reputation: 412
Posted 07 October 2012 - 10:01 PM
I would also like to request a short breakdown of how you go about writing a piece like this (one instrument at a time? Chord progression? rhythm section?) and producing it.
Also, I would be interested to know what real instruments you used vs. virtual. The bass sounds like a very nicely produced (albeit compressed) real instrument, perhaps a Fender or Ernie Ball?
Anything you can give us is awesome.
#8 Staff - Reputation: 8896
Posted 07 October 2012 - 11:02 PM
I'm only a hobbyist composer with no intentions of going beyond that, but I'd be very interested in reading a walk-through of your process with a particular piece if you're willing and able to share.perhaps I could pull something together if there was enough interest.
- Jason Astle-Adams.
From my blog: 20 ways to advertise your game | What next? Intermediate to advanced C++
How to make games WITHOUT programming | 4 reasons you aren't a successful indie developer
#9 Moderators - Reputation: 2715
Posted 08 October 2012 - 05:13 AM
Thanks for all of the interest and support guys!
Nate
#10 Moderators - Reputation: 2715
Posted 08 October 2012 - 08:49 PM
I'll go through and see what I can do.
Thanks!
Nate
#12 Moderators - Reputation: 2715
Posted 16 October 2012 - 08:30 AM
Took me a bit to get this done but here's the Youtube video:
Since this track was written a while back (1.5 years ago) and only recently has been made public, I cannot remember exactly how I started composing it. I want to say I started with a percussion bed and then moved up to harmony and melody but quite a bit has happened since then!
Bakuda - it's the Cakewalk Dimension plugin which no longer works with OSX 10.7 and higher. Apple apparently removed an API library which crippled Dimension and Cakewalk states it has no plans to update/fix it. Major bummer.
I tried to show as much of the track as I could while keeping the video somewhat short. Even so, it's 15 mintues long!
Edit: At 8:55 I used the term "phase" but actually it's more of a flange-like effect. As with most commentaries, this was done pretty raw so please excuse any "typos" in my narration!
Thanks,
Nate
Edited by nsmadsen, 16 October 2012 - 08:50 AM.
#13 Members - Reputation: 172
Posted 16 October 2012 - 06:29 PM
edit: is about 1:30 a pretty common length you shoot for or did it just turn out that way? Any comments on lengths of loops?
Edited by fartheststar, 16 October 2012 - 06:33 PM.
#15 Members - Reputation: 412
Posted 16 October 2012 - 06:57 PM
#16 Moderators - Reputation: 2715
Posted 17 October 2012 - 06:10 AM
edit: is about 1:30 a pretty common length you shoot for or did it just turn out that way? Any comments on lengths of loops?
In my experience two things most often impact song length: tech limitations and budget constraints. A third factor can be context. In the case of the Mechlab Theme, I think all three played a part. Most of the time clients want to save the big, more complex cues for more meaningful parts of the game. The menu screens are often viewed as lower priority or filler. Many clients want something to fill that space, fit that mood/visual but don't want to give heavy budget and tech resources to that part of the game. They'll save that for pivotal points in the game or climatic endings/etc.
Of course it's a case by case scenario, but for mobile games often 60-90 second loops work best. Some games may have a longer cue if that was the only music for the entire game. One of the first things I discuss with clients is the overall arch of the game and how they want to spread out the music cues.
So, how do you go about composing and getting the parts into the editor? I've realized I don't have the keyboard skills to use a MIDI controller on some of the parts I write, so I score out the MIDI in a separate program (Guitar Pro) and then export it into Reason. Do you play your parts, or is there a way to edit them in the programs that you use?
I play them all in because that method feels the most organic and effective to me. Being a pianist, it's easier for me to simply play the ideas directly into the session instead of using the ol' mouse point-n-click method. If needed, I'll open up the notation or piano roll view to see what I've played while creating new layers but most of the time I just rely on my ears. Then if any editing is needed, mainly related to velocity and modulation settings, I'll do that in the piano roll view.
Thanks!
Nate
Edited by nsmadsen, 17 October 2012 - 06:15 AM.






