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  1. Meteor Bombardment 1 Devblog 02 Development Status Overview Current State: Technical Demo Creation - 15% Complete The Game Theory is completed, and a programmer has been recruited. A Technical Demo is currently being developed. Technical demo creation has begun by creating a test level in order to test the controls, and overall balance of the game and waves system. The project section of Gamedev.net has begun to be filled out, and will launch along side the project upon completion. Level backgrounds and level theory is being worked on with 5 levels being designed each representing a region; Americas, Europe, Asia, Africa, Oceania. Teasers Level 1 - The Americas - Some of the Iconic Landmarks Chichen Itza C.N. Tower Cristo Redentor Title Screen Demonstration Specific Project Goals Concept Design Technical Design Game Theory Level Theory Recruit Team Programmer Audio Engineer Asset Creation Placeholder Art Level Backgrounds Start Screen Cover Art Sound Effects Level Music Technical Demo Alpha Testing Develop Full Game Test Game In-House Beta Testing Outside Beta Testing Web Footprint Social Media Presence Website Other Sites Launch as Free Title
  2. Jon Bon

    Meteor Bombardment

    Album for Meteor Bombardment
  3. Meteor Bombardment Series Devblog 02 Introduction This developers blog goes over the inspiration for the game, some of the considerations taken into the series as a whole as well as a deeper look into the overall goals and direction for the series. Series Inspiration The inspiration for the game series came from initially wanting to develop a game with simple mechanics in order to see a project to completed status. Wanting to make something akin to a late 70's/early 80's game, Tetris, Space Invaders and Asteroids were the first games to come to mind. It was decided that something involving meteors might be used as inspiration. The next few days were spent mentally conceiving what might be enjoyable as a similar game experience. After deciding that a series of incoming attacks designed in a 'waves' type format with the player controlling a ship that shoots the incoming projectiles, physical sketches of concepts were created. Thinking further about the reasoning behind why the player was performing what the game required of them, a basic story was created wherein Earth was being bombarded by meteors redirected by an alien force wishing to thin out the population before a proper invasion begun. Wanting to include a level progression system similar to Tetris, meteor speeds increasing as the player continues through levels was decided upon. Once the sketches encapsulated the base concept for the game, a design document was created along with a pixel art styled visual representation of combat. Research The initial title for the game series was intended to be Meteor Invasion, however upon researching similar games it was discovered that a game by that same name had already been created. Thus the name Meteor Bombardment was chosen. During the research phase two like games were also discovered, however both games had varying mechanics from what the overall goals were for the series. This was a crucial discovery as infringement on someone else's intellectual property is not exactly desirable. Direction Goals Meteor Bombardment 1 will ultimately act as a technical demo/proof of concept for Meteor Bombardment 2. The concept behind this is to bring something to completion while building a small team capable of executing the needs of the project. As the project progresses we will be releasing documentation to help demonstrate how the game was designed, and programmed. This will include technical and concept design documents. This is in an effort to show our process, not only in the hopes to inspire other developers, but also in order to gain feedback and advice from other developers so that as a development team we can learn, grow, and teach.
  4. Meteor Bombardment 1 Devblog 01 Genre: Fixed Shooter Engine: Unity Platform: PC Art Style: 8-bit Pixel Graphics Current State: Technical Design Phase - 30% Complete Game Description Aliens from a distant planet have begun redirecting meteors and attack ships at earth in order to wipe out as much of the population as possible before they invade. Using the only salvaged alien attack ship, you must work to destroy the meteors before they impact with earth and kill off its population. Development Status Overview Conceptual design for the game is completed. Technical Design has begun, which involves defining how meteors and attack ships will travel, how many hits needed to destroy meteors and attack ships, as well as level design theory. Attached to this blog is the album for the game which includes the conceptual design image. When Technical Design is completed images regarding the technical aspects will be uploaded to the same album, with a new developer blog posted. Project General Goals Concept Design Technical Design Recruit Team Develop Game Test Game Launch as Free Title
  5. Personally, as a player, I prefer as much information as possible, displayed as clearly as possible. I prefer to have to extrapolate as little as possible, and have the information already presented to me. For types of damage, I find colors work best. Red for damage, green for heals, blue for shields, yellow for blocks, and purple for poisons/damage over time (you'd want different colors for different damage over time if avoiding each type separately was possible, otherwise 1 color for the concept of damage over time). For displaying how much damage is blocked during an attack, I would maybe show the blocked damage in parenthesis. So lets say an opponent is going to deal 2 damage, but the player can block 1 damage. The display would be 1(1), with the first 1 being red, and the second 1 being yellow. The player would be explained that any numbers in parenthesis is potential damage received, but avoided by color indicator type This also has the benefit that if the opponent can 'pierce' through shields (since all good ccg's have counters to everything), using the above example, the display would be 2(0), with the 2 red and the 0 yellow. This would let the player know they are capable of blocking (since you wouldn't show the bracketed number when blocking wasn't capable) but that the opponent hit through the block. Similarly for shields, using the above example, the display again would be 1(1), with the first 1 being red, and the second 1 being blue. If you allowed both blocking and shielding simultaneously, then the display could be 0(1,1). With the 0 being red, one 1 being blue, and the other yellow. Showing the zero gives the player information at a glance. They immediately know something happened, rather than not knowing.
  6. Jon Bon

    How do I setup a 2D Pixel Art work plan?

    Speaking from personal experience (as a pixel artist) I can tell you what I like to see, which ultimately helps me produce results faster and with less reworking. A Complete Game Concept in a Design Document This lets me know the scope of the project, and get a pretty good idea on a production time frame based on the needs of the project combined with the speed I can produce the desired results. Without this there is always the fear the developer will just keep adding to the game, or make changes to the design that forces reworking of 'completed' assets. This helps inspire me as well as keep me motivated to see a potential end in sight (regardless of how far in the future that might be). Style Desired What style is wanted is important too, if the developer likes a pixel art style they want to emulate, reference art from that game helps. That way I can create something similar in style, but with my own unique art style. This will also work along side dimensions to let me know if I should pack in as much detail as possible, or if they want something more simplistic looking. Style is a pretty broad concept. It can range from how big the color palette can be, to what the actual sprites look like, to hard contrast sprites vs line art style sprites. Concept or Reference Art For me this is huge, as it helps me see into the mind of the developer and create an end result that is closer to what they envision. Without any type of concept drawn up or references, I have to use my own imagination. If what I imagine is different from what the developer imagines, then it creates a redundancy of work. I have to go back and recreate sprite work over and over until I basically luck out in creating what the developer imagines. If the developer doesn't have a concept artist on the team, or can't draw concepts themselves, I encourage them to find real life photo examples of what they are thinking. Even crudely drawn examples help huge, no art skill is required, even stick figure drawing help for how they might imagine stances for character sprites, or animation frames. Sprite Dimensions Knowing what dimensions to work with for tiles, and character sprites, allows me to ensure that things like doors, buildings, signs, etc, all look like the appropriate size relative to everything else. This also allows me to immediately know how much detail I can add. Frames for Animations Knowing how simple or complex animations are needed to be will allow me to give them a more accurate production time frame. Simple rpgs with tile based movement can use 4 frame animations for characters, with 1 frame repeating (so 3 unique sprites), like the early Final Fantasy games for SNES. Where as something like Legend of Zelda which uses pixel based movement has an 8 frame animation for the character sprite, each frame being unique. I personally define the differences between styles as 'emulated/representative movement' versus 'realistic movement'. So if you think of a character swinging a hammer down from a side view, emulating that movement only requires two frames; 1 frame with the hammer up, 1 frame with the hammer down, then alternate between them. If you wanted more realistic movement you might have 4-8 frames, where not only do we see the hammer at a 45' angle, but also changes in the characters stance. Side Note: How many frames used for animations will also determine how quickly they are displayed (frame rate). With the above example of the hammer swinging; you'd want a slower frame rate with the 2 frame animation, and a faster frame rate with the 4-8 frame animation. A Hard List of Required Assets This ideal and takes the work of me mentally realizing what sprites are needed by reading the design document. If the developer has already cataloged their needs, it's simple for me to use that as a check list. The hard list would also include what sprites need animations. Some games don't animate drawers in a dresser, some do, so it's important to have that kind of stuff figured out in the design document, then added to the hard list of required assets. Not Feeling Like Team is Waiting for Results from Me to Continue Other Project Aspects One of the most frustrating things is feeling like I don't have enough time to properly execute the needs of the developer to the fullest of my abilities because they are waiting on a completed asset to progress development. This happens when developers aren't using place holder or 'programmer art' initially. Something to consider is if the project is versatile enough to implement pixel art assets that might vary in size from the place holder art. If finished assets vary from place holder assets, this might cause extra work on the programmer's end. Which is why I always recommend that they use the same dimensions they want me to create with, in their place holder art. This way it's just a matter of replacing files. For things like UI's and buttons and stuff, for me personally, I typically don't mind cranking out something to use as a placeholder, but it always runs the risk of not being the same dimensions as the final asset, and ultimately causing more work for the programmer. Not Waiting For Concept/Reference Art in Order to Keep Working Being able to keep working without waiting for the rest of the team to finish up concept art, or find references, is as important as not having the team wait for me to finish up work so they can continue. Some waiting is to be expected, but feeling creative and motivated, and wanting to put a solid days work in is easily killed when there is nothing I can get my hands on to put my creativity towards.
  7. Meteor Bombardment Series Devblog 01 Genre: Fixed Shooter Engine: Unity Platform: TBD Art Style: Pixel Graphics Games Planed: 3 Meteor Bombardment: Technical Design Phase - 20% Complete Meteor Bombardment 2: Technical Design Phase - 80% Complete Meteor Bombardment 3: Conceptual Phase - 50% Complete The Meteor Bombardment Series is a project intended to represent the technical aspects and art style of games spanning over multiple past game eras. Starting with Meteor Bombardment, done in an 8 bit style and limited mechanics. Then moving onto Meteor Bombardment 2 using a 16 bit style and with added mechanics. Ultimately ending with Meteor Bombardment 3 using a 64 bit style with even more mechanics added. Design for the series has begun, and initially started with what is now Meteor Bombardment 2, saving more complex ideas for that game's sequel. After consideration it was decided that even the core concept could be scaled down to its base elements, with the more complex mechanics added to a sequel. Thus ultimately creating a trilogy. The development blogs titled "Meteor Bombardment Series" will follow the series development as a whole, with development blogs started for each specific game. The long term goal for the series is to create an arcade game pack including this series among other developed games. In the short term each game will be released as a standalone game. For information regarding each game, check out the developers blog relating to the different games in the series. The first game specific developer blog is scheduled to post tomorrow!
  8. Jon Bon

    Meteor Bombardment 2

    Album for Meteor Bombardment 2
  9. Jon Bon

    how get over this feeling?

    100% agree with this. And everything else you posted. You said everything else I wanted to add, but felt my post was long enough already Don't be too discouraged ObjectivityGuy. You've received some great advice on this thread. Joining another project you don't have to lead will allow you to focus on the skills you want to increase the most, and you can use that project to observe what works and doesn't work from a team management, marketing/release, etc, perspective. In the mean time there is nothing stopping you from working on your own design documentation in the mean time as you help others get their vision completed.
  10. Jon Bon

    Character Concepts

  11. Jon Bon

    how get over this feeling?

    Realistically speaking it's nearly impossible to find people who will be as motivated and driven as yourself towards your own project. It does happen, but there's a reason why entry level positions are typically filled with people who provide crappy service. Think of it like this; the person who pumps gas likely doesn't want to do that forever, they likely would rather own the gas station. Therefore you get someone who is 'just doing a job' and likely isn't providing the best service possible. People who do provide the best service possible likely get promoted, and then someone else fills their spot at the bottom ensuring that quality service is always hard to find. Ultimately a really driven person would likely want to rise through the ranks and then start their own business in the field they rose up through. It's the same with any field of work. Finding someone who will give you 100% as an employee/team member is truly a diamond in the rough. If you compare the above example to game development, you can't really expect everyone who might want to work with you to be as driven and dedicated as you are. When you do find someone as driven as you are it's likely that they will be using their position to gain experience to one day lead their own team. Some people are fine staying in the middle, and providing 100%, but it's tough to find those kinds of driven people. The passion for your project has to come from you. As leader of a project you then work to inspire those on your team to work with you and be as passionate about the project as you are, lead by example. Most teams lead by two people are married, siblings or long time friends. There's a reason for this, it's because they share the same passions and work well together. Finding one person to work in perfect harmony with you is rare, having that with an entire team is nearly unheard of. As for "wasting your life making a product that is never gonna be as good as the rest of the industry", your life is yours to do with as you please. If you enjoy the creation process, then to me, it's not a waste at all. A sense of purpose for ones life should come from many things, not just work, but social life, hobbies, recreation, etc, it's a balancing act. That way if any one thing doesn't work out it's not such a far fall from being content. Comparing your work or the potential of your work to 'the rest of the industry' to me is counter productive if its uninspiring to you. Remember that there can only be one 'the best', and only a few 'top of the game'. There are billions of people on the planet, the odds are stacked against you. It's also important to remember that what you see as an end user is a polished product, not a prototype. So you're seeing the best that could be brought forward. Each individual on a team has their own respective portfolios of work that also represents their current best, and it's something they update as they get better. What we as end users rarely see is the crappy stuff that doesn't make release, the 'unpolished' work if you will. Think of a painter who has their work on exhibition at a gallery. Everything we see at the gallery is what they believe to be their best work. Now think of their studio, the stuff left behind wasn't good enough to make the cut at the gallery. On top of that they will have scores of work they didn't like and never completed, not the mention the work from X years before they were finished mastering their skill that they no longer show anyone. Something I always remember is that it'll take you around 10,000 hours in each skill to get good enough to be professional. If you're trying to develop a game then whatever asset skill you have will take that same 10k hours. If you lead the team, then team leadership is another skill requiring 10k hours. Each skill you will use will take you 10k hours. Some skills will overlap and allow you to 'level up' at the same time, others wont. This is why most people work on one skill at a time, or join teams in order to only be in charge of one skill. They can then learn from each other and master other skills together. If you've ever watched interviews or behind the scenes of some of your favorite productions, be it videos games, music, movies, stand-up comedy, etc, one thing you'll notice is most artists will be unhappy with work they were once happy with. This is a representation of their skills improving as an artist. Clerks by Kevin Smith is one of my favorite movies, he talks smack about it all the time, because he's evolved as a writer/director. Another good example of the things I've mentioned are some of the costume concepts for the superhero movies over the years. Some of them are super bad, and needed to be entirely reworked, but ultimately we as end users got something that looked really good on screen. Without looking behind the scenes, the average user never knows how much work went into making something perfect. Stand-up comedy is the same, we don't often get to see comedians in their early years bombing at 50 person bars, we see their 1 hour specials a decade into their career. Many assume that what we see came out perfect on the first try, when in reality it's far from that easy. In the end it's important that you enjoy the creation process, and are truly dedicated to making your project/skill as perfect as possible within reason. If you don't enjoy it, then why bother? It doesn't matter what others think, art typically shines best when you make it for yourself and not for others.
  12. Jon Bon

    Seeking feedback on some music

    Understood (about wordpress). I think wordpress should be fine, it's definitely better than nothing. Website Review Broken Link The link you provided me https://itsjaymar.wordpress.com/ works fine, but the Home button link on that page brings me to here -> https://daskyking.wordpress.com/ Once I've navigated off the main page, Home does not return me to your home page so you'd want to fix that. Missing information About Page - This is still the stock/default information for the text area You could write something like; "My name is [such and such] I've been producing music for X years, my background in music is [such and such] (details about possible high school music classes, or bands etc). I use [such and such] program to create my music with the entirety of my music hosted on my sound cloud website (then have a link to your soundcloud here). My interests in music production include [such and such] (write about what you like to make, instrumentals, etc) I currently interested in pursuing making music for [such and such] fields (whatever you think you might be interested in, beats for rap, animation projects, video games, etc)." Contact Page - This is still the stock/default information for the text area You could write something like; "If you would like to collaborate, hire or license my music please contact me using form below." Links - Don't forget to link to your soundcloud, and twitter, etc, if possible using some kind of small icon nav bar located atop your hom/about/contact bar of links. Blog - I really recommend starting a blog section Ideas for your blog; My Goals - Talk about where your mindset currently is, what you're thinking about doing in the industry My Collaborative Efforts - Talk about your past or ongoing collaborations. Music I like - Talk about music and musicians that inspire you, why you like them, and how they influence your work. Other than what is listed above I think it's a good start. Keep tinkering away at it, over time it'll start to fill out. Maybe start some kind of document with ideas and goals for your website itself. That way if you get inspired with an idea but aren't ready to execute it, at least it exists somewhere you can reference it later when you're motivated to do more work on it. No thanks necessary. Rather than thanking me, pay it forward. If you ever find yourself in a situation to help other independent artists in anyway, then do so. That to me is the best thanks I could receive.
  13. Jon Bon

    Seeking feedback on some music

    You're welcome, I never mind lending my brain power. I will say that you could probably start with just a personal website, linkedin, and twitter, then look for independent development sites to help you network. Facebook, reddit, and the others can always wait until after you're comfortably working with what you start out with. Some people use social networking as a second nature, others find it tedious, so I'd avoid doing anything that burdens you without having a potentially direct benefit, as it might put a sour taste on the process in general. Also remember that it'll likely take months to start gaining traction with any option, so try not to give up and stop keeping up on content, assume people are reading it and not commenting, or that you could luck out by creating something popular and then have a giant backlog of content for people to look over. EDIT: Don't hesitate to drop a platform if you feel the you aren't receiving adequate benefits for the work involved in upkeep. If you do drop a platform ensure to create a polite post there saying you are dropping that platform explaining your reasoning and informing potential fans or contacts that they can still follow or reach you from your website or the other platforms you frequent. As for wordpress, I've never used it personally, but I have seen people's wordpress websites that look really good and are easy to use. On the other hand I've seen people's wordpress websites that are difficult to use and hard to navigate. Consider why you are deciding to use wordpress first, if the answer is easy then typically that means 'lazy', and you should opt to try the one that might cost more effort, but then yield better results. Alternatively if wordpress is something you're already familiar with, and feel you can get good end results, then for sure go for it. My only concern with using anything temporarily is that you're effectively doubling your workload. If you start with wordpress with the plan to use a web provider eventually, you've automatically doubled the effort it'll take to create a work related website, in addition to forcing you to go back to your other sites (soundcloud, youtube, here, etc) and update what website link you've posted. So if you're on the fence, go with what you plan to use ultimately, rather than opting into something easier for the short term, as it'll save you effort in the long term. Most web hosting comes with drag and drop type interfaces that make professional looking websites easy to create, and should only take you a week or two at most to find and be totally confident with your results (I'm not sure what the effort is for creating a nice wordpress website). The other thing I forgot to mention was that if you do keep your project files, you might want to consider backing them up externally to your pc. Be it on an external drive, or ideally somewhere hosted online. I use dropbox for project files, and google drive for written and visual work (I was an early adopter to dropbox and so I have immense storage space, use the largest space for your project files). This way if my/your pc ever dies unexpectedly, or your external drive stops working, you have a 'permanent' copy of your work existing online. Again that's pretty general advice but I'd be remiss in not suggesting it. If you're worried about becoming over burdened with the setup process of creating a web presence, then I'd recommend creating yourself a list of goals, even sub goals for each goal. It can be rewarding to cross off goals from a list, and help keep you motivated. There is no rush to set it all up, as long as you're actively moving forward towards whatever your goals are. Feel free to post back here with your website (whichever host you choose) if you'd like additional feedback. Also remember to follow your gut, if your opinions differ from mine, think about both options logically and go with what feels right.
  14. Jon Bon

    Seeking feedback on some music

    I was thinking more about this today and I came up with a few suggestions. Although I'm not experienced in your field, this is how I would go about things. Even without choosing what specific sub field of music you want to work in, there are a few things you can do to help with your exposure and direction. 'Professional' (Work) Website Why. Soundcloud is great, but also limiting in the sense that it's only one target audience. A personal website would act as your 'main hub', and link to every other place your work is posted with the other places your work is posted linking back to your website. This has the benefit of allowing you to host your work elsewhere and then providing one website link on your respective profiles (like this site's profile, rather than having it link to Soundcloud, you'd link to your website) and ultimately directing traffic to one source (your website). This way when you join other sites to promote your work, and reach other audiences (since people often only frequent X specific sites with X being unique to each person) you can funnel them to your 'main hub'. This also functions as your 'business card' if you will. Somewhere you can link people to who are interested in hiring you or collaborating with you Hosting. There are many free sites for website building, I use Weebly, however you should use the one you find easiest to use that also allow the plugins you'd require, soundcloud, youtube, twitter, etc. Advertising. Most if not all free web hosting sites will advertise on your site until you pay for the hosting yourself. Once you've created enough foot traffic on your website, and enough capital, you'd then pay for their web hosting, and sign up for an advertising package (likely provided by the web host themselves). Style. Don't get too hung up on what it looks like initially, you can work on the appearance over time. As long as it initially suits your personal preferences and remains easy to use/read for the end user. Highly customized art and design can always come later. What to Include Links - Include a link to every social networking site you are professionally a member of. Sites like this site (gamdev.net) can likely be left out, but the big ones should be utilized at least weekly and linked to directly from the main page of your website. Suggestions for sites to link to posted below, numbers 2-4. Albums - An organized section for your albums, and a section for standalone songs. Only keep your best work here, cycle out old work as you get better that no longer meets your personal standards, remembering that soundcloud would likely retain your entire body of work and that this is your professional representation of yourself as an artist. About Me - A section that describes you as an artist and as a potential employee/collaborator. Contact - How people can get in contact with you in order to hire or collaborate with you. As well as what your parameters are for being hired or collaborating. Blog - Write about your creative process, what you're working on next, your music related experiences, etc. This kind of information helps show how dedicated you are to potential employers or collaborators, as well as is something other independent artists and fans might be interested in in general. This would also be one piece of unique content specifically for your website. Try and setup a once a week/month timeframe to post a blog as standard, while also allowing yourself impromptu posting when you might be inspired to write something people might enjoy reading or you feel you want to share. Patreon, etc. Why. Some type of site that can allow fans to help support you. If you're not comfortable asking for support, then don't ask, simply sign up to a site that allows it, and have the link posted where applicable. People who want to donate will look for a way to do so, so it's best to have one ready for them. Soundcloud Improvements. I noticed you have albums created (by the matching album covers for your songs) but they aren't setup as albums on your soundcloud. This may be tedious, but I'd recommend doing it to help keep your catalog of music more organized. It looks more professional and demonstrates how organized you are as an artist. Ultimately it'll be an excellent demonstration of your progression in your field as well. Copyrights. I noticed some of your album covers were kind of generic. Ensure that you always use open source art if you haven't personally created it, and never 'grab' random photos (even if you edit them). This ensures that you as an artist aren't a legal liability. I'm not accusing you of anything, it's just general advice. Social Networking Why. Not every person uses the same websites, some use all, some don't. For maximum exposure it's best to diversify. Remember that you'll need to keep up content on each site, which could become a burden. You can either post the same updates on each site, or work to create unique posts for the different social networking sites you professionally join. Ensure that stylistically each site you join has similar color choices/themes as your main website. This helps brand you as an artist and keeps your work synonymous with you. LinkedIn Why. This is an excellent place to professionally network. Instead of listing all your collaborations on your main website, you can list them here. This will then act as your resume. Since you've already done some collaborations, you already have stuff you could add here. Youtube Why. Many people use youtube in order to listen to music. This is an excellent place to get exposure for yourself. I'd recommend posting your best work/albums there. Ultimately if you end up making music videos, this is likely where you'd post them anyway. Advertising. If you end up getting decent foot traffic, since your non collaborative work is creatively owned by you, you can opt to receive advertising revenues from this platform. Twitter Why. Many people use twitter as their main source to keep up to date on their favorite interests. Whenever you're working on a new song, or album, or have just released something, or are beginning a collaboration, send out a tweet. Facebook Why. A great networking site, as well another place to announce up coming or completed projects. Reddit Why. Yet another great networking site, as well another place to announce up coming or completed projects. Snapchat, Instagram, Tumblr, etc. Why. These sites can help you create additional exposure for yourself as an artist. I'd recommend planning what you're going to post weeks if not months in advance, in order to give yourself as much regular content as possible. You can post photos of your equipment, you composing your work, concerts you might attend, etc. If you're already an active user then impromptu, but music related, posts are also good. Finances I'd recommend setting all the money you earn initially aside for reinvestment into yourself. Think of yourself as a business. Rather than spending initial small earnings as you acquire them, use them to help propel yourself forward. Be it to pay for your website hosting, or website design, travelling for opportunities, or even to invest in better or more equipment, your initial capital should be spent on whatever will help you on your next step in your career. Professionalism Non-Personal. I'd recommend keeping your personal accounts and music related accounts separate. This way your profile icon, themes, and content can remain professional (to what ever degree you choose) on your music related accounts, while still allowing you the freedom to have personal accounts should you so choose to. Always remember there are thousands if not millions of people just like you trying to do the same thing you are, some are more talented some are less talented. So anything you can do to help yourself stand out in a positive manner is beneficial to your efforts, provided you don't have to sacrifice too much if any of your production time on keeping up a web presence that isn't providing a benefit. Once you've setup a web presence past soundcloud you'll look more serious and professional, and likely be approached by more people to either be hired or collaborate with. I also thought up a few things to consider as far as what direction in music you might want to take. A good friend of mine who made music for a number of years had issues creating music to match projects. For him music was something that was only created through his own personal inspiration. This made it difficult to collaborate with him to a degree, because requesting music was nearly impossible. I was however able to peruse his catalog and request the use of his preexisting work to use in projects I created. If he kept the project files (which he wasn't originally) then I could request edits to the songs, and that was something he didn't mind doing. This is something to consider for yourself. You may not enjoy a back and forth creation process or an 'art by committee' process, or you could love that type of creation. At any rate it's something to consider. If you do enjoy creating with others, then I'd recommend always keeping your project files so that you can go back to old work and do edits in order to appease your collaborators or employers. As an example, someone might really like one of your preexisting songs for a video game or animation project they are working on, but might request that specific sounds are removed or added in key locations in order to sync with what they are pairing the music with. Having this kind of flexibility would likely be beneficial to you and ultimately make each song more versatile as an asset. If you end up deciding to pursue X field (be it personal musician releasing albums, or video game music composer, etc), I'd recommend continuing to search out sites like this one that relate to those fields. That's part of networking, helps your exposure, and is the best place to start (working with other independent artists). From my experience most communities frown upon new members coming by only for their own benefit. So in order to get the best results, it's a wise idea to try and help contribute to the communities you join, even if only casually. It can be as simple as providing feedback, thumbs ups/+ reputations, or simple comments on posted content you like. This at the very least is good karma, at most it demonstrates you are there not only to take but also to give back. My last recommendation is more general and the same advice I give to anyone looking to pursue a field. Never hesitate to contact someone, even if it's a job posting that requests schooling or previous experience outside but near your current work level. You never know how desperate they might be, or how willing they are to compromise or to work with you based on your portfolio. In my personal experience as an employer and employee, people often request more experience than they need, rather than less, and are typically willing to settle with less experience, especially if they have no other options. Worst case scenario you can part ways amicably and hopefully keep a contact and have broadened your knowledge on the respective industry. Sorry for the long post, I hope these are things you haven't thought of, or maybe helped you think of them in a more orderly manner. Remember to try and keep yourself as organized as possible and take things one step at a time, never be in a rush, and not to burn yourself out trying to succeed. -Regards /Jon Bon
  15. Jon Bon

    Seeking feedback on some music

    Gotta say I definitely like your stuff. The Journey (New Game) and Evergreen Haze got my head bopping right off the start. I'd never heard the Sans Lament song before, so after listening to yours I had a listen to the original and I definitely like your take better. I also liked your collaboration work with lil punk. It's clear you should definitely keep making music. As for what to do next, I'd say to remember that some artists create for a decade or decades before ever getting their big break, so I'd recommend to keep making music as long as you're inspired to. That plus trying to get your name out there as much as possible. Posting here I think was a good call. Specifically I'd say think about what you want to do with your music, what is your goal. You don't have to answer the questions, just something to keep in your mind. Do you want albums that people buy/download, would you want to make music for video games, movies, animations, etc, etc. Thinking about what project types you'd enjoy creating music for, be it personal, or with others, should help give you a better direction. Personally I think your instrumentals would lend well to video games, but I also liked the vocal work you did, specifically Pressurize. Since enjoying the creative process is important in any art, finding what you'd like to work on should help motivate and steer you. I'd recommend looking into other independent artists that are either hiring, or looking to collaborate. Much like how lil punk dropped a line on one of your soundcloud songs and then you two did a few songs together, that will not only help you get your name out there, but it'll help you network with other people in your field and other related fields. You appear to be talented so in my humble opinion if you keep working on creating as much as is realistic and getting your name out there, as long as you enjoy the process, you will eventually find a big break that should help propel your career in music.
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