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About nsmadsen

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    Moderator - Music and Sound

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  1. Hey guys, Here are some great YT channels for learning more about music theory, arrangement and production. Please consider supporting these channels too as the creators put out great stuff and I hope they can do so for a long time because it helps all of us. https://www.youtube.com/user/JSchneidsMusic https://www.youtube.com/user/havic5 https://www.youtube.com/user/pegzch https://www.youtube.com/channel/UCeZLO2VgbZHeDcongKzzfOw Do you have some others that you'd like to recommend?! Add them below!
  2. Just finished my survey!
  3. Hey everyone, Here's some of the music I composed and produced for SGI's recent slot theme Monopoly Colossal Boardwalk, a slot game included in the newly released Monopoly Slots app! You can play this game and many great SGI slot games here: https://www.facebook.com/monopolyslots/ All content is owned exclusively by SGI and is showcased with permission. Feedback is always welcome and I hope you enjoy it!
  4. Hey guys and gals! Finally getting around to sharing some more of the music I've been doing for SGI. Here's the bonus theme music for the Treasure of Cortez slot game. I hope you enjoy it and, as always, feedback is always welcomed and encouraged. I hope you're all doing well!
  5. Any book about creating video game sfx?

    There are literally ALL kinds of books out there covering sound design: https://www.google.com/search?q=sound+design+books
  6. Video Game Music Software

    Very true and the same applies to me! My earlier post was mainly from the vantage point of first starting out. It's not realistic to look at Reaper and say it only costs $60 if you still have to purchase several hundred dollars worth of virtual instruments to get the job done. Whereas Logic Pro X costs $200 and comes bundled with multiple virtual instruments. I just want people to be fully aware of what they're getting with each DAW solution they pick.
  7. Video Game Music Software

    Reaper is, indeed, very powerful. But one thing to know about Reaper is that it doesn't include any bundled VST/AU instrument plugins. It has some decent effects plug-ins but no built in virtual instruments. So if you need that, you'll have to get some 3rd party libraries. Some of the more expensive DAWs include bundled virtual instruments and effects plugins. So at the end of the day, depending on your needs and set up, costs may not be that much different.
  8. Starting in Videogame Music

    The best thing you can do, aside from getting as good as you can get at music composition and production, is to learn how video games are put together. Learn the systems, limitations and tools used to create games (and their audio) then start to put those ideas to work. There are all kinds of resources out there - spend some time downloading middleware such as FMOD and Wwise - watch tutorials on Youtube about both and begin to put your music together in such a way that a video game developer could use them.
  9. New Dark Ambient Electronic

    Thanks for sharing! This might work in some game environments but I think you need to spend a bit more time developing some concrete ideas. Remember, the ear and brain will quickly dismiss something if it's found to be: a) too repetitive. b) lacking in any kind of sense or order. I think your piece is on the edge with the noise filter arpeggio and the random chords and no real melody. Something like a Silent Hill game might benefit from something like this but that's a pretty narrow niche. Most clients and most games wont need a music track like this.
  10. New piano and string piece!

    I have the same piano library - it's fantastic! I liked your piece - especially the opening and the ending. Honestly as the strings got really large at about 1:30 or so it started to feel like your intention/direction behind the piece was changing and getting a bit off target. But to be fair, perhaps that's what you were after in the song. Something that just flows and creates a needed mood then evaporates. Some nice production as well - lovely string sounds!
  11. Help and advice needed

    Sure thing! Glad it helped. What I mean by "tag" is just taking the last 3-4 notes and repeating it again. Lots of songs do this and often they'll make each repeat a bit larger so it builds to a big ending.
  12. New songs - "Forza 7/The Last Night" inspiration.

    Hey Samuel! Thanks for sharing your stuff! We appreciate it. I'll give you some feedback - The Last Night - Loved the groove and vibe as well as the overall production (although you mentioned you'll do a proper mix of it later on). Only issue is the music didn't really match up with the trailer's visuals IMO. I don't mean timing because you nailed that in several spots. I mean in tone and message. While the timing was spot on in several areas, the narrative of the visuals and the groove or message of the audio to me didn't feel aligned. Instead it felt like two different media files merged together forcibly. Does that make sense? I didn't feel any ebb and flow to the protagonist's situation or the pacing of the trailer. I'd work on creating something that lines up more with the drama found in the trailer's visuals. Forza - Love the start and the build up to 33 seconds. Then at 33 seconds I was expecting a much larger, more impactful hit. And I didn't get it. I'd work on ways to get that impact to have more weight. At 56 seconds a whoosh into the drums dropping out could be really cool. The hit at 57-ish seconds could be larger. Right now it feels way too nuanced. LOVE how you did the logo tag at the end. That was perfect. This cue works better partly because there's less story to tell with racing. It's just go-go-go. I also felt that the drums could've been louder in your mix/more weight and that you could've done more to push the production of the strings/pad in the last 20-ish seconds leading up to the logo tag. At that point you wanted to keep the energy rising and rising so the players/viewers definitely remember that game and the energy in your music didn't seem to rise to the needed level there. All in all - some really nice stuff! It just needs a bit more to push it to the next level IMO. Great job!
  13. Help and advice needed

    This is a fun track with lots of energy! Some points to consider: Many of your sounds have a slow to sluggish attack and this is a combat theme that has high energy. I'd do what you can to make the attacks a bit more aggressive. Things like the piano are okay but some of the synths or horn patches are more legato in their attack and it takes away from the energy and vibe. It also makes the mix a bit more muddy. Your bass needs much more definition and compression on it. It's not that present in the mix and the bass would be helping drive the entire piece forward. I like that you're doing some panning and experimenting around with call and response. I do think your piece could have even more dynamics via automation. Consider a double (or even triple tag) at the end instead of just one. Each one could build in chordal extensions and make the instrumentation thicker and thicker. All in all, though, it's very fun! Good job!
  14. Anyone here using Cubase and doing sound design?

    I use Cubase at work for both music and sound design. I'm not a huge fan of Media Bay... or Cubase but I can make it work. (My home studio is Logic Pro X and Mac - which I'm much more comfortable with and have been using for a long, long time.) Often what I end up doing is creating my own sound effect samples, using some synth patches and then have a wide selection of royalty free sound effect libraries to create the needed sound effects in the game. Cubase 9 Pro has the sampler track which is great for taking in source sounds and messing around with it quite a bit. Variaudio is alright too although it has too many artifacts for my taste - so I prefer Melodyne instead. But you mention needing or possibly needing a sampler. Cubase comes with one - check this out:
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