• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
CalebFaithMusic

What do you do to check your music is up to standard?

5 posts in this topic

Hi all,

I was just wondering what are the final checks you go through to check that your music is up to standard or "polished"?

Thanks,
Caleb Faith Edited by CalebFaithMusic
0

Share this post


Link to post
Share on other sites
The way I notice a tune is not up to standard is that I get tired/annoyed/dislike of it after I have put it in the game. Either it doesn't fit the mood of the game or it just sounds bad. I try to differentiate the song; either it being because I heard it a lot of times and I am tired of it that way (which is OK, that's a keeper) or because I think it genuinely doesn't sound good enough.

Its safe to say I'm not a very musical guy.. but I'm making my own music for the games I develop. It's hard to say what makes a good enough song, much depends on how high your goals are.
0

Share this post


Link to post
Share on other sites
As far as composition goes, I'm never "done" with a piece. There's always going to be something I wish I could tweak, or improve, or change, or whatever. Same thing goes for any FX I design. But my rule of thumb is that once I'm content, and the client is happy with it, it's time to move on. If I have time later I can maybe go back and tweak something, but once those two criteria are satisfied it's usually time to leave it alone and shift my focus to something else. Throughout the process though, I always like to check my final mixes against tracks that myself and the client have set aside as references. I do some comparisons for volume between the reference tunes and the finished track just to see if they come in close volume-wise. That usually makes the client happy with the volume, and gives me a little leg to stand on if they do come back with the inevitable "can you make it louder?".
0

Share this post


Link to post
Share on other sites
A/B comparisons tend to work the best, at least for me. But as Pete said, it can be an ongoing experience. What I do to make sure the game works is test it out on whatever device(s) it's going to be experienced on. If it's an iOS game then I play the audio on an iOS device. If it's for console, I play it on TV speakers - and so on.
0

Share this post


Link to post
Share on other sites
[quote name='petedupon' timestamp='1338253354' post='4944199']
As far as composition goes, I'm never "done" with a piece. There's always going to be something I wish I could tweak, or improve, or change, or whatever. Same thing goes for any FX I design. But my rule of thumb is that once I'm content, and the client is happy with it, it's time to move on. If I have time later I can maybe go back and tweak something, but once those two criteria are satisfied it's usually time to leave it alone and shift my focus to something else. Throughout the process though, I always like to check my final mixes against tracks that myself and the client have set aside as references. I do some comparisons for volume between the reference tunes and the finished track just to see if they come in close volume-wise. That usually makes the client happy with the volume, and gives me a little leg to stand on if they do come back with the inevitable "can you make it louder?".
[/quote]

I have forever had this problem. I have music I composed 3 years ago that, if I still had the working file, I'd go back through and ravage, even though I know I'd find something else to fix in about a month or two.

I try and listen to other songs that happen to have the style or emotion that I want to mimic at a high level of satisfactory. My feelings are similar to that of O-san and Nsma, though having it playing in game is the most helpful for me. It allows me to see if my music meshes with the visual aspects it is portraying or accenting. Edited by M4uesviecr
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0