deekourtsman

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About deekourtsman

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    deekourtsman
  1. Where do you find music for your game(s)?

    +1 for pond5. Also audiojungle, another decent site of royalty free stock music. For original music written exclusively for your game - upwork, freelancer, or here... there is a lot of composers working in any style of music one can imagine.
  2. What Software do you use?

    Sometimes it's really a question on what platform you are. In the ol' merry PC times, I used Cubase, Reason, even Samplitude with Reason through Rewire, even ScreamTracker long time ago but when I moved to Mac, I start using Logic and feel no regrets and no thoughts of coming back I wonder what's in store for Android/Linux users. I have an impression this platform is not for musicians (at least, as of now)
  3. How does one communicates his needs to a composer?

    Riddles time! I typed and got upwork Well, I work there for two years and I agree that sometimes customers refer to Zimmer, but more often they operate with references on YouTube ("it's the closest example of what I am looking for"), or refer to existing games ("I am looking for sometimes similar to Mass Effect OST")
  4. Does this sound too... generic?

    One thing that could make it more subtle and unique is good sample libraries for strings and woodwinds, like EastWest and the likes. Other way to add interest is to add some evolving textures on subliminal or very quiet level. I have one example on how it can be done - https://soundcloud.com/deekourtsman/night-on-the-galaxy-express
  5. Seeking feedback on some music

    Maybe it's really worth investing into buying .com domain. Then all the links start looking incredibly solid
  6. How does one communicates his needs to a composer?

    As said many times here, reference tracks -> early demos -> feedback on demos -> corrections -> ... -> and we have ideal track that fits the game like a glove Even non-musical people are able to give feedback which smart composer understands and converts into sound. The two don't have to speak the same language, but it always requires lot of questions to clarify, to build kind of dictionary. "music is too loud" often means there is too much happening in the music and it distracts attention from the gameplay "music is too fast" often means piano syncopation is not needed here "sounds too cosmic" often means that you should remove all those lush reverbs from the loop you are making for children puzzle game "sounds too comic" often means that accordion was wrong choice for the thriller game etc... you got the idea. So even if you say "it should sound more orange" smart composer will understand what you mean after a couple of questions.