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xCatalyst

Member Since 26 Jun 2013
Offline Last Active Mar 31 2014 05:28 PM
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Posts I've Made

In Topic: Dragons and Titans trailer

31 March 2014 - 05:30 PM

I really liked the style man, I think you did quite a good job:) The only thing I would've liked to hear would've been maybe some type of percussion with a bit more of a lower end. I think it would've helped fill the sound a lot more. Could just be these lame laptop speakers that I listened to it with though;)

 

Good stuff though brother!


In Topic: Habit RPG - who's with me?

27 February 2014 - 01:48 PM

Sounds fun - Just created a character; I could really use something like this for productivity, so thanks!:)

 

My user code is 1d6c65ce-b3e8-468a-ac74-2614cc16deef


In Topic: Indie game - Town of Salem

18 February 2014 - 03:29 PM

The game looks great, I love the cel shaded aesthetic and concept. Keep up the good stuff!


In Topic: Audio Headroom

18 February 2014 - 10:52 AM

Like bschmidt1962 said above me, there isn't really a specific standard. One of the most important thing when dealing with overall loudness in game music is mastering all of the music at a consistent level across all of the tracks, as well as all of the sound effects. When the programmers go into the engine and set specific audio tracks on levels & sound effects on animations & actions, they will actually set the playback level (Usually a variable in the game settings or something along those lines). It creates less work for them and a faster production overall if each of the audio files are set consistently on your part.


In Topic: Small puzzle game: Do I even have to bother with music?

18 February 2014 - 10:44 AM

 

 

You guys stretched that it's important that the music "fits" the game. Is there a good method to assess this? I'm no musician and I am to close to the game to see clearly anymore...

 

Couple things here bud. First of all, hiring an experienced composer is the best thing you can do. One of the most important things we do as music creators in this field is being able to properly translate what is going on visually into not just audio, but audio that will actually evoke some type of emotional response from the player/ viewer.

 

Second of all, after putting a track into the game, take a break from the project altogether; Play a few other games or something in the meantime. Come back a couple days later with a fresh mind (a cleansed palette, so-to-speak) and take note as to what exactly you feel from the combination of graphics & audio in your project. That is the absolute best test you can do to see if something fits, in my opinion - and hey, it actually works with anything in the game, whether it is writing, graphics, dialogue, etc. 


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