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    • By Renmazuit
      I'm a composer looking for something to work on. If you're interested, feel free to PM me any questions.
      www.youtube.com/FFTLguy44
       
    • By Sergio Ronchetti
      I haven’t been classically trained when it comes to composing music, but thankfully you don’t have to be nowadays, if you want to throw in some violins or brass sections into your scores…

       
      This music was for the 2nd stage of a boss fight in the video game I’m currently working on (see here for a trailer) and I wanted some heavy music to pick up the pace and intensity of the battle sequence. The boss is a massive, ancient armoured knight in comparison to our much smaller warrior, so the mood of the track had to be intimidating and looming. Picking the right instruments and sound for a scene is half the battle in my opinion. Being a “souls-like” game, orchestral music is a go-to, but I’ve had no experience in doing so beforehand, so I started with something that’s familiar to me: a guitar. I slapped on some distortion and wrote a couple of ideas that I personally would want to hear when fighting this boss. I then layered it with some percussive mutes where I felt a beat, and a “lead” melody that could work over the top as a progression idea.
      I then opened my Native Instrument sample packs and started orchestrating (choosing the combination of instruments to play the notes of the riff) by writing my notes into Logic Pro X’s midi editor. A great place to start is with the low strings, ie the cellos and double basses, to build up from the lower frequency instruments. Then I added some trumpets and brass for accents and colour and finally shoved some nice heavy percussion loops to bring out the drive and power behind the musical idea.
      Some extra parts here and there, some reverb, compression and some mixing lead me to what you hear in the video above.
      Of course, i'm not trying to say that mixing experience isn't important in getting the overall sound right, as well as proficiency in your DAW (digital audio workstation) and knowing which instruments work best for certain passages. However this method (for me anyway) is a great way to build up confidence when utilising instruments and styles that are otherwise totally alien.
      Having a clear vision of what you want to create and a simple guitar riff can take you a long way.
      Thanks for reading.
      www.sergioronchetti.com
    • By Tristanb4
      I've been making music for about 7 years, I have hundreds of releases on soundcloud and bandcamp. Recently I have stepped up my post production game, pouring long hours into EQ and mixing. Most of my music is in a moody, "foggy" piano style with heavy experimentation through pitch shifting, overdubbing, and live recording. I use a spectrogram EQ to manually shape sounds and scoop out noise in Audacity. I am familiar with many general concepts, applying compression, reverb, high and low pass filters, and pretty much all of the effects in Audacity and many of the pitfalls and lessons of live recording for guitar and piano in my home studio. I am familiar with some other programs like ableton and fruity loops but live recording is my strong suit as opposed to composing music in a DAW. I rely heavily on improvisation, recording large amounts of audio and cutting it down and manipulating it in post as well as doing overdubs. I can put out a project of piano music in a month or so up to what I think is a high / acceptable standard that I personally am happy with.

      I am heavily inspired by Akira Yamaoka's work on the Silent Hill series as well as Angelo Badalamenti. I dream of composing music for games or short films, and feel like I'm ready to take on a project like that, as well as being willing to license my already existing music out which I think would be a perfect fit for the right type of horror game or anything with emotional elements.

      I am currently working on another project that will be released in December or on New Years. I will work for a reasonable amount and have done this out of passion for 5+ years because I love doing it. I feel that I have improved enough now to pursue doing something like this.

      Thank you so much to anyone who even bothers to click any of these links, and thank you for your time!

      Here are my links, and you can also email me directly at tristan.best@gmail.com

      www.soundcloud.com/domonemesis
      https://tristanb.bandcamp.com/
      https://www.facebook.com/TristanBMusic
      https://twitter.com/tbest253


      Other skills: I do all of my own cover art with digital photo editing and subsequently also have about 5 years of experience with that- photography and digital photo manipulation. I can work on marketing materials or art in this way. I play the Piano, Guitar, Synth / String piano etc, and I sing. I have close connections to some other musicians and visual artists. I will be honest if I don't think my music will work for your project or if I'm not sure if I can do something well enough, but I feel comfortable taking on some general audio design as well, including general sound / dialogue recording or noise reduction.
    • By Azain Khan
      Hello fellow GameDevs, I'm developing a simcady-style vehicle physics model. Till now I've developed the Engine and  the Clutch Model (Thanks to Clutch Modelling topic from here). Till now I had been using Unity WheelColliders, but now I'l have to use a custom wheel collider to better simulate the forces. The Unity WC doesn't allow to change the RPM of the wheel, which seems really unrealistic. 
      Firstly, I went to Unity's Alternate Vehicle Physics Model, didn't like it much. Edy's explanation of his Vehicle Physics Pro model on his website https://vehiclephysics.com/ pushed me into developing my own Tire Model. As said in his articles, he uses Slip Velocity instead of Slip Ratio and Slip Angle and as to why it isn't realistic in this.
      But now I'm stuck. I calculate friction coeff from an animation curve, put on the slip velocity to evaluate and multiply it by the load on the tire to get the Tire Force.
      But, since forward slip requires angular velocity, and angular velocity depends on tire force, it oscillates between positive and negative. Even the Longitudinal Force oscillates between positive and negative.
      Can any of you please help me??
      Thank You.
    • By DapperDave
      So here's a quick background: I now have the fantastic opportunity to put my Wild West RPG (I know, odd timing for a Wild West game) on the [redacted] platform and have a second chance to possibly find the audience that I was unable to find on Steam.  In order to maximize my chances of this, I am taking great care to improve the storefront/box art of the game. Unfortunately, I'm not a great artist and have little sense of visual design. Now I wanted to post this in the "Business" forum because the point here is not just to make a great piece of art, ultimately it has to achieve it's purpose - does it attract the right people who would be interested in my product?
      Speaking of said product, here you can find it on Steam and here's some images from my website.
      Originally, I tried very hard and came up with this - which, while very good for me, is not so good by actual game box art standards.

      (Click for actual size)
      I didn't get a lot of specific feedback on that. I heard things like "badly drawn" and mostly "there's too much going on" and "the eye doesn't know where to look."  See? I just don't get visual design.  
      So the [redacted] Storefront needs images at 1000x1000 px so I made these four new versions:
      Version A:  This uses the same concept but I increased some of the saturation and made it even more colorful and moved a few things around. The focal point of the image is more concentrated on the fire.

      (Click for actual size)
      Version B:  So then I was thinking... maybe there is too much going on. I looked at other examples of storefront art and realized that they usually just have a single thing happening. So I removed the characters, which aren't that well drawn anyway, and just have the fire.  Maybe this adds some mystery so people will be more likely to visit the storefront when they see this image?

      (Click for actual size)

      Version 😄  Here I'm starting to think, this is a pixel art RPG, so why hide from that? Why not show that to people up front so the audience that is interested in such things can identify it more easily?  This one has the same campfire concept, but now I'm using the pixel art.

      (Click for actual size)
      Version 😧  I thought that maybe that last one was too dark and wanted to try something else. This one just has a sunset over a cemetery with a couple of the characters while still showing the observer, yes this game is pixel art.

      (Click for actual size)
      Version E:  This one is similar to the last although the logo is featured more prominently and there are no character sprites. Somehow the colors look better here to me.

      (Click for actual size)

      Version F: Version E which is not pictured here, is the option that says "None of these four would be good enough box art, instead pay an actual artist to make new box art." If it's the best way to maximize this games potential I'm happy to go with this option.
      Version G: This suggestion says "Your concept is good, but there are too many artistic flaws. You should pay an actual artist to improve upon what you have and/or clean up the uglier bits that they can point out."  If you vote for this option, please also pick which version (A, B, C, D or E) is your preferred concept.

      So please vote below for Version A, B, C, D, E, F or G and add your feedback in the replies blow.  I really appreciate all your feedback. I'm flying solo here so I don't often get it!
      Version H: Here's a new version I made after posting this from suggestions another artist gave me. It's zoomed in just two characters and some colors and shading are different. The fire is smaller to distract less.

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