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Chris Schmidt

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About Chris Schmidt

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  1. Chris Schmidt

    Madsen's Musings Ep.1: Are You Hyper Critical?

    Good advice!
  2. Chris Schmidt

    Pirate game need playtesting! (now with tutorial)

    I'll try to give it a go when I have some more time, because I freakin' love pirate-themed stuff!
  3. Chris Schmidt

    Streets of Rage 4...OMG!

    Beat 'Em Up games seem to actually be making a minor comeback.
  4. Chris Schmidt

    Where to find music ?

    Well, I was agreeing that it's a mistake
  5. Chris Schmidt

    Do you still play video games?

    Rarely. I have been revisiting Soul Calibur II a bit lately, and VI looks really great. I also really think the new Assassin's Creed would be relevant to my interests as I love the historical settings of both games. Despite that, I don't think I'll actually get either. My reasoning is two-fold: 1. At 80$ a pop, in an economy where splurging can be a grave mistake, I find it hard to justify purchasing new games, and used is bad for the industry; it's like not buying the game at all and putting money in someone else's pocket instead. 2. To me, in my adult life, the time investment of most modern games is better spent elsewhere. Perhaps I shouldn't admit that second point for professional reasons. But when I was a kid, I spent a stupid amount of time playing video games. Then, when I took up the guitar, I spent 16 hours a day on that instead and didn't touch a game for 5 years. The guitar gave me this experience of something to become good at that would yield rewards that didn't go away when I turned off a screen. It allowed me to create something of my own instead of just being immersed in someone else's creation and world that, at the end of the day, is a consumer product whose goal is to make money; at least from the publisher's perspective. When Street Fighter 4 came out, I got stupid good at it, but forced myself to quit when I realized this was an escape from my depression at the time regarding my music studies and pursuits, because Street Fighter is comparatively easy, and it was more fun to write music for games than play them, anyway. I think that's why most people I know in the business play fewer games aside from time — we'd rather be creating something we can be proud of and call our own. TL;DR: Not that often.
  6. Chris Schmidt

    Where to find music ?

    and somehow, despite that, there are a shocking number of people who just give stuff away.
  7. Chris Schmidt

    Composing music for games

    Historically, a lot of the things in your list have been done by separate people, and it is generally ideal for everyone to stick to what they're best at. But unless you're making the bigger bucks and have a team of associates that you can outsource to (which is more to save time than anything), you've pretty much gotta give it your all on every aspect. Composers are basically expected to be one-stop shops today. I have disagreements with that expectation and how it came to be, but that's a rant for another time. Further, I'd say points 3 and 5 are actually a part of 1 and 2. There was a time recording music wasn't possible, but composers still got excellent "mixes" anyway — it's all about the composition and arrangement.
  8. Chris Schmidt

    Composing music for games

    Personally, I would be careful with this one. Youtube, and the internet in general, offer an unending sea of information and this can be really great. It's also full of a lot of people who don't really know what they're doing and give a lot of really bad advice that can help you develop bad habits if you don't know any better. Youtubers doing tutorials are especially notorious for this, and there are only handful who I (personally) think are really great teachers who really know their stuff.
  9. Chris Schmidt

    Composing music for games

    Composing original music (especially within the context of a game or film) effectively, takes a lot of study and there is a lot to know. Harmony, theory, orchestration (thorough understanding of the instruments you're composing for), counterpoint, melodic structure, notation, and using the modern software tools, etc. are all very important. My recommendation is to either hire a composer for your game, or if you really are interested in doing it for yourself, take lessons in a polyphonic instrument like the piano and lessons on composition specifically. There are some good online masterclasses out there, but nothing beats a good teacher in the flesh. You might also consider the many books that have been written on composition, theory, harmony, orchestration, DAWs and software, etc. as well as studying existing scores you like and figuring out what musical techniques they use.
  10. Chris Schmidt

    Composing music for games

    The PS1 was among the first systems that supported Redbook audio, so much of it was live music. Hardware synths of the 90s were popular, with stuff like the Roland Sound Canvas or JV-2080 being popular among Japanese composers. The Tekken 3 soundtrack however, was a "big beat" style typical of the 90s and much of it was (true to form) sampled from existing pop tracks, as the devs wanted it to sound like Chemical Bros. or The Prodigy. A lot of video game soundtracks of the time particularly favoured the intro guitar from East 17's "Steam", but chopped it up and timestretched it. and here's the same loop, chopped and re-used by Capcom Twisted Metal had a full live rock band, courtesy of Chuck Meyers and Lance Lenhart at their studio in Salt Lake City (still going to this day) Stewart Copeland used a lot of his own samples and stuff on the Spyro soundtrack. So the short answer is: They used whatever there was!
  11. Chris Schmidt

    The Olympian Conscript

    You've been chosen by the gods! The last tune I'll be sharing for a while; it was inspired a fair bit by the music of the Soul Calibur games. Hope you all like it!
  12. Chris Schmidt

    Sinister Duel (Feedback on a piece)

    The nylon guitar at the start is waaaay loud IMO. I think the biggest thing for me though, is the strings don't sound very realistic. I think they're supposed to be spiccato, but they have a very odd kind of attack.
  13. Chris Schmidt

    Swashbuckler Showdown

    I've made some subtle alterations to the track
  14. Chris Schmidt

    Arigato

    Very cool! In my opinion, some vibrato on the lead synths could really add some life to them.
  15. Chris Schmidt

    Swashbuckler Showdown

    True, I agree. The first one was an east-asian, orchestra fusion one actually. =D https://www.gamedev.net/forums/topic/697711-dragons-of-the-west-—-last-airbender-inspiration/
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