• 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.

Bluefarmer

Members
  • Content count

    18
  • Joined

  • Last visited

Community Reputation

180 Neutral

About Bluefarmer

  • Rank
    Member

Personal Information

  1. Thanks for the feedback. Yeah, I agree with you on the repetition. I might rework this piece a bit or use your feedback on next pieces. 
  2. I agree with Nate on this and in addition I ask them about the story of the game (which many games don't have until the end though). Or ask them if they have a background for specific characters if they need their own themes or an overall main theme. 
  3. To make the SFX stand out you could use Ducking to temporarily lower the music volume when there are SFX. As for harmonics between sfx and music, perhaps if all the music is in a way related through key and have the SFX play on the similarities between these. 
  4. Hi,    I just finished this large scale orchestral piece and would appreciate to hear what you think of it.  It could be used during the final battle or set piece of a game or movie.    https://soundcloud.com/robertblaauboer/ruin-and-preservation   Thanks     
  5. Wow, thanks for all the feedback.  I really appreciate the specifics. Listening to the first piece again I completely agree that stepping away from the tonic at 0:14 is a great addition. The busy feeling was also something I was afraid of but I might have to reconsider the placement of the staccato strings.    Thanks for the compliment btw:)    The purpose of the first piece is nothing in particular. I could be some kind of theme in a rpg or exploratory kind of game.    The second piece is meant for non-linear implementation and I have an example of me doing so here, https://vimeo.com/76748880     I'll be sure to work on creating memorable melodies. But I feel that it kind be difficult to create those melodies in pieces that have to be repeatable over longer periods of time without becoming tiring or interfering with gameplay.    thanks
  6. Hi,    I wanted to show you two new tracks I've been working on. Please feel free to give feedback or general opinions.  Discovery: https://soundcloud.com/robertblaauboer/discovery   and Median: https://soundcloud.com/robertblaauboer/median       Thanks for listening
  7. Thanks for the replies. I'll see what I can do using these techniques
  8. Hi,    I was wondering how I would go about creating an effect that resembles a spherical wave. I have been trying to find a description but still have no proper way to describe it. The closest thing I have found to it is, http://youtu.be/VdIEwGkFckQ?t=1m25s    from Assassin's creed. The effect I'm looking for would create a spherical wave from the player and show either the outline or vertices moving outward.  (For a sphere this would be starting at the point on the sphere closest to the player and gradually becoming a circle as large as the sphere before disappearing behind the sphere).    Thanks for any help on this subject:) 
  9. Well, I can't speak from experience but my guess is that most people in this part of the forum create the music themselves. Regarding your question, I guess that it differs quite a lot but a large part is contacts. Have a friend who knows somebody that needs audio? that works. Or being active on a forum like this or any other game development forum or advertising yourself there. Perhaps being active on soundcloud helps and just posting your stuff on facebook every now and then, just so people at least know that you're doing stuff with audio. A great thing would be to work on gamejams with people in order to showcase your ability to write music and fill up your portfolio.    And still then you might be finding your job by having a conversation with someone at a bus stop. You never know. 
  10. Very nice animation and the music fits perfectly. My only gripe is the the fact that you can hear the sound effects kick in due to there being noise suddenly. I think the quality of the entire movie would triple if the sound design were improved.  Still very nice though:) 
  11. Very nice piece. I like the subtlety and softness of some of the instruments. But I agree with Kerfuffle that the main melody could use a change of timbre sometimes since it does become repetitive. Still very nice though. 
  12. Nice songs you have there. I like the masssive 80's drums on background 1 and background 2 feels nice and different from the rest. Even though it reminds me a bit of mission impossible. I'm not sure if you're asking for feedback but in my opinion the main theme could do with more variations on the main melody, or perhaps a string section echoing the melody right after the brass. But it all fits the army men feel. 
  13. 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. 
  14. Thanks, yeah it might have to look into my strings again and have them work together a bit better. 
  15. It sounds great and you have the right feeling down since I guessed the game to be something of a heist/spy type game. Then I looked it up and it seems to be quite close to that.