• 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.

Kerfuffle

Members
  • Content count

    12
  • Joined

  • Last visited

Community Reputation

425 Neutral

About Kerfuffle

  • Rank
    Member
  1. This reminds me of Brian Eno's album 'Music for Airports'. This is quite an interesting article on how it was made, and if you scroll down there are some diagrams for the music which are weirdly similar to your own.   http://www.trustmeimascientist.com/2014/03/03/brian-eno-ambient-1-music-for-airports/
  2. Hi there, regarding the 'un-named orchestral suite', I think the composition itself is really powerful, with some great use of texture to ramp up the emotion.   With that in mind, I think it could be improved a lot with some better production / orchestral samples. Some EQ'ing could really lift the piece, as most of the instruments seem to be around the same mid-low frequency range. You could try taking reducing the middle frequencies  in your low strings for example, leaving the violins to ring through a lot clearer. Try to make each instrument occupy its own frequency 'niche'. I have not mastered this yet but having read around the internet this seems to be the way to go. Also, around the 1 minute mark there is some quite heavy clipping, try to reduce the volume slightly to reduce the audible buzzing sound. And one last thing - try panning the instruments a bit more. I've listened to some of your other pieces, where you have panned effectively, and I think some more of that could really help the orchestral suite.   Having said that, I genuinely did enjoy the track, and the actual composition itself seemed top-notch - I'm assuming you had some strong classical training :)
  3. Good mix of genres and styles, and some really nice tracks. The Japanese style track is really convincing, although I feel the guitar on the fourth track could use some more punch and impact. I think you might be a bit heavy-handed on the reverb as well, particularly in the 2nd last track. Overall though the portfolio is really decent, and you seem like you've got a good grasp on quite a lot of genres.   In terms of pacing, from what I have read around this forum 5 minutes could be a bit too long - you might want to consider shortening the segments to their most compelling moments and shrink the demo down to about 2-3 minutes total.
  4. Currently watching the first episode - really clear advice and very solid music.   Thanks for sharing!
  5. Another option is some games such as Left 4 Dead 2 have all of their sound folders open and can be replaced with any other .wav file (providing it's the same length), theoretically allowing you to rescore the entire game. It's great because you can compose a piece, and then experience it in game as an interactive piece of music.   Following that you can release your score to the Steam Workshop as a mod for people to download.    If anyone knows any other games with replaceable sound files I'd love to know!
  6. I'll definitely look out for the update, thanks for the heads up
  7. Thanks Ravyne, that's actually a really good point, there's not much use paying out for a PC now if I plan to replace it soon.   I've actually done some looking into Mac Mini's - and by the time I've bought a monitor and expanded the RAM it comes pretty close in price to an iMac, and not as highly specced. I think prices may be steeper here in the UK    I think I may just hold out and buy an iMac (possibly refurbished)
  8. Great, thanks for all the advice!   It looks like I'm just going to build myself a PC as I'm still just a hobbyist. Hopefully I'll start making some money from it, then I'll probably upgrade to a Mac.    Thanks again
  9. Hi there, I'm looking at investing in a sort of small (and cheap) home studio. And with that, a desktop computer to replace my fairly cheap Windows laptop.   What I'm looking to know is are there any specific benefits to game audio for either Mac or PC? I would assume that PC's might have an advantage due to game developers tending to use PC's as well, but looking at Logic also tempts me towards a Mac.    What are your thoughts / experiences with this? (And please say PC so I don't have to pay out for a Mac )   Thanks for reading     
  10. Very Jeremy Soule-like! Love the feel of the piece, definitely reminded me of walking through Oblivion. I do feel that the main ostinato is a bit too repetitive, it could have maybe changed instruments for a bit to keep it fresh. Other than that, it sounded well produced, and was great to listen to :)
  11.   Thanks for the reply! Yeah, you're right about the horns, after hearing it so many times when making it, I've just become used to it and it's hard to notice things that are out of place, so it's nice to have a fresh set of ears listen to it.   I will definitely have a look at this, I've heard oZone mentioned quite a few times but I never really knew what it was. It sounds oZone itself might be out of my price range, but the videos sound like just what I've been looking for.   Thanks again for the help! 
  12. Hi there, I've been making music very sporadically since I started a few months ago. I have had no feedback other than my own judgement, so I would love to know if what I'm making is a load of rubbish or half-decent.    This is probably my only finished track: https://soundcloud.com/dylan-balfour (it's not really meant to be used for a game or anything, but I would like to make music for games in the future)   I realise the production isn't great, but I don't really know where to start with things like compression and EQ, so some pointers on that would be great.   Thanks for listening!