• 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
Bluefarmer

Two tracks that would appreciate any feedback.

6 posts in this topic

Hi all, 

 

Recently I discovered this forum and the wonderful opportunities and information is has.

So some months ago I created these two tracks and since I want to get started again some tips or feedback would really be appreciated. 

The tracks are not meant for anything specifically. 

Thanks a lot. 

 

Echo - https://soundcloud.com/robertblaauboer/echo

     and 

Birth of a Supernova - https://soundcloud.com/robertblaauboer/birth-of-a-supernova

 

 

0

Share this post


Link to post
Share on other sites

I liked the ideas in Echo but the synth pulse drastically overpower everything else in the mix. You have some nice movement in the strings but they sound so thin and hollow. I'd go back and rework the production side because the composition itself is certainly evocative. 

0

Share this post


Link to post
Share on other sites

Yes the composition itself is cool and had it been played by actual musicians it would be sweet. A problem for me is that the synths or plugins you are using sound very MIDI, like in shitty old PC games or so. Perhaps you could some more organic sounding plugins using physical modelling instead of sampling? For example "Sculpture" in Logic, or Some of the synths in Reaktor if you're using cubase (though Reaktor was quite buggy for me).

 

I don't know, those are the two I have used and like. I'm sure there are other options. Then you can automate these to give the piece some more dynamics so it doesn't sound so stiff.

 

In the second track I also thought maybe a really low D note could be added at some points as a drone bass note kind of thing, giving everything else a kind of dark context on top of it? Well up to you.

0

Share this post


Link to post
Share on other sites

Thanks, I'm happy that the composition itself is on the right track. But I think I will read up on some tutorials on how to make VSTs sound more lively and realistic. Do you have any tips? I might play around with the general dynamics and reverb a bit more. 

0

Share this post


Link to post
Share on other sites

Well I think that depends mostly on which VSTs you use. Some VSTs use samples to create their sound, meaning they use actual recorded sounds, for strings this is usually the case. When I make music I tend to use synthesizers with oscillators which tend to have more possibilities for shaping the sound. Some VSTs actually simulate some kind of physical vibration of a real instrument though and these tend to sound more organic and lively, for example some of the synths in the VST "Reaktor" and in Logic the synth called "Sculpture". 

 

In your case I think editing the velocity of the MIDI track would be a good idea. Then you can create some sense of crescendo and decrescendo, so that the music grows and swells on the way to those target notes you are trying to hit. I haven't really made any music sounding like the tracks you provided so I am not an expert on that. :)

0

Share this post


Link to post
Share on other sites

On top of what Gustafpihl already said, if you're making music that's supposed to emulate humans playing then don't make it perfect. Even the best orchestras don't play 100% in time or even in tune all the time! So slight nuances in timing, pitch and style can really make things sound more organic. I'm talking about really small changes because the goal isn't to sound amateurish either! tongue.png

 

Edit - see if your libraries have round robin samples which can vary things up a bit more!

Edited by nsmadsen
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