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nsmadsen

Member Since 22 Feb 2006
Offline Last Active May 26 2016 01:26 PM

#5292405 Process of audio dev for games in 80's-90's?

Posted by nsmadsen on 18 May 2016 - 09:01 PM

Back in the 1980's most of the composers were actually programmers who also knew music. And they were code everything in via a trackr like system. MIDI and bank files with samples are still used today for 3DS games and even on the Wii in some cases.




#5291762 Ideas for laser charge up

Posted by nsmadsen on 15 May 2016 - 08:49 PM

Does it need to loop? Or can it be a one-off?

Seems to me layering some synth sounds which have some glide built in, along with some whoosh elements could work well - when produced right.

Is this something you're looking to make yourself or just something you need? Does it need to be 100% original sounds that you've created or could you purchase some sound effects and then further edit/produce them along with some of your original content?




#5290790 Scream SFX

Posted by nsmadsen on 09 May 2016 - 07:58 AM

I'd try these sites:

 

http://www.sounddogs.com/

 

http://soundrangers.com/

 

or just hire someone here as there are quite a few sound designers here who could do this for you. I'd check out the classifieds section in that case.

 

Thanks,

 

Nate




#5280912 1 hr of Voice Acting translates into how much hrs of Voice Actor work?

Posted by nsmadsen on 12 March 2016 - 11:03 AM

Yes, another plug for RX. I use it often when recording all kind of sources. Very useful and can really help rescue bad audio.




#5277387 Feedback on Game Music

Posted by nsmadsen on 21 February 2016 - 09:25 PM

Please stop bumping this thread. There's really no need to do that.




#5274388 Terrifying terrified screech sfx neede! (Preferably free)

Posted by nsmadsen on 04 February 2016 - 09:36 PM

Sounds less like he's asking how to make a sound and more like he's asking for free work. Which should be done in the Classifieds section and not here.




#5265038 Which type of sounds you are looking for most ?

Posted by nsmadsen on 05 December 2015 - 12:05 PM

Well to answer your broad question:

I use sounds that will best help me convey the emotion I want the player/viewer/audience to feel. As to what that sound (or sounds) is depends on the situation.


#5265014 Which type of sounds you are looking for most ?

Posted by nsmadsen on 05 December 2015 - 08:07 AM

Some sounds are needed more, some less often. 

So I decided to ask. Which sounds do you guys need the most ? Which sounds would you likely to buy in a sound bank ? 

Looking forward to your feedback ! 

 

This is a pretty vague question. The sounds I need most depend greatly on what I'm doing at the moment and the range of projects I work on varies greatly.

So I don't really see the point you're going after here. Are you asking because you're interested in developing/providing those samples to composers/sound designers? Or are you asking because as a composer/sound designer, you want to learn about new products? Your post is just to vague too really generate a useful discussion, IMO.

 

A better question would be something like:

"Which sounds do you guys need the most when working in genre X?"

 

Or

 

"Which sounds do you guys need the most when working on only mobile/tablet designed games?"

 

Give us some more parameters to work with and you'll get a better discussion.




#5264099 Voice Editing for Games

Posted by nsmadsen on 29 November 2015 - 08:56 AM

What CCH said is true. Even really talented, experienced actors can usually only pull off about 3-5 characters and then it starts to all sound the same. I would record yourself for 2-3 characters and then hire others to fill in the gaps and provide more variety.

You'd be surprised at the range of prices voice actors, especially young(er) ones, will be willing to accept. There's also websites where actors can bid on working for your project (voices123.com for example). If you're a student or have a college near you - check out local drama students that might have the ability to record themselves. Of course, the old saying "you get what you paid for" usually rings true. But with some careful research, you can find someone talented, who's just starting out and willing to work for less.

 

The other idea is to limit the amount of voice over in your game. Instead of having VO for an entire paragraph, maybe just the firt sentence and have the rest be text? Also you could consider having only critical characters have VO.




#5256610 Materia: Final Fantasy VII Remixed

Posted by nsmadsen on 10 October 2015 - 08:39 PM

A large group of us audio nerds (around 185 from all over the globe) put together a tribute album which covers lots of the music from Final Fantasy and it launched yesterday. It's over five hours of music and you can pick it up for $15 on Loudr (or pay more if you wish). This was a labor of pure love for the game and it's amazing score. Check it out!

 

Here's the piece I arranged/produced:

https://soundcloud.com/nathan-madsen/hear-the-cries-of-the-planet

 

And here's some more info and the overall trailer:

 

http://materiacollective.com/music/materia_final_fantasy_vii_remixed

 

Thanks!

 

Nate




#5253345 Music Production Tuturials

Posted by nsmadsen on 21 September 2015 - 03:39 PM

There are TONS available on Youtube. Pick a DAW and start working through it all. It's how I (along with many others) learned. 




#5252958 Composing music

Posted by nsmadsen on 18 September 2015 - 04:50 PM

Read through some of the pinned posts - there's lot of info there to get you started! 

 

Also google these books: The Complete Guide to Game Audio and A Composer's Guide to Game Audio. 

 

Hope that helps, 

 

Nate




#5252382 Are my tunes video game-worthy?

Posted by nsmadsen on 15 September 2015 - 11:24 AM

Update - I was able to check out a few other songs of yours and many of them are in the same style. If you want to freelance as a composer for games, it's very helpful to be able to do more styles of music. Not saying be able to do all styles because, realistically, who can do that! But find 3-4 styles which fit you well. 




#5252381 Are my tunes video game-worthy?

Posted by nsmadsen on 15 September 2015 - 11:16 AM

The music sounds good but I only heard one track which was EDM. There's nothing wrong with EDM but not every game may want or need that style. It's very hard to say if someone's music is "game worthy" because there's such a wide range of games out there. So instead consider these points: 

 

- Can you compose music quickly? 

- Can you take a client's vision for their game and make your audio fit that vision? Can you write music that helps support the story instead of overpowering the gaming experience? 

- Are you open to feedback/revisions, especially when it's someone who may not know anything about music?

- Can you create interactive music with different stems so more complex games can utilize it effectively? 

- Are you a gamer yourself? Even if you're super busy now, do you have enough foundation with the gaming community to know what's cool, what's cliche and what your players would like to hear? 

- Can you music sound good on whatever platform(s) the game will be played on? 

 

Lots of people I run into can make great music. That's only a tiny portion of it. But less can make great game audio. The best way to get started is to reach out to other developers and see if anyone likes your style and has a need. You'll learn a great deal from working on your first few projects. In fact, I learn something from every project I'm on. 

 


(I'll probably end up working for free just to build a portfolio, which sounds fine to me)

 

Please don't. Work for cheap! But not for free. You and your audio are worth so much more than that. 

 

Hope that helps!

 

Nate




#5251254 Best free software for producing movie-like music?

Posted by nsmadsen on 08 September 2015 - 09:52 PM


What is the best free music software with the most realistic sound (for example, that woodwinds don't sound like bad tuned TV...)?

 

These two things don't usually (if ever) go together. If you want quality, you're gonna have to pay for it.






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