Jump to content
  • Advertisement

nsmadsen

Moderator
  • Content count

    3518
  • Joined

  • Last visited

Community Reputation

5761 Excellent

2 Followers

About nsmadsen

  • Rank
    Moderator - Music and Sound

Personal Information

Social

  • Twitter
    MadsenStudios

Recent Profile Visitors

34573 profile views
  1. nsmadsen

    New Vlog Episode: Are you Hyper Critical?

    And here's episode 3: Having A System. In this episode I talk about how a system set up for giving me the best odds, when I'm freelancing, when I'm networking when I'm practicing.
  2. Interesting! Do you have any samples of this that we can hear now? Or is this still in development?
  3. While I appreciate all of the effort and systems that go into AI generated music, the actual music itself rarely works for me as a listener or as a player. AI generated music could work in smaller doses, mixed in with more traditionally composed music. But for most games I know of (and most players I've talked to) seem to want more structured soundtracks that can red thread the main theme (or themes) into various points in a game. Best of luck though! Sorry to not be more excited about it but that could just be my own personal bias.
  4. nsmadsen

    Arigato

    You're welcome!
  5. nsmadsen

    Requirements for a sound artist in Games

    There are many sites that allow you to audition and hire VO actors directly. They'll record your lines and deliver the audio. https://voice123.com/ is one such site. Check them out.
  6. This is a really interesting question. Recently, much more of my work is in games. But over the course of my whole career, I've worked on roughly: - 109 video game projects (that number is actually a little bit outdated, it's a little bit higher now) - 112 TV/film (short and feature)/commercial/trailer projects I do fewer video projects over the year but do fill up the year with game projects. So while it feels like my work is heavily skewed towards games, the numbers are almost even between the two.
  7. nsmadsen

    New to Forum - Feedback on Current Musical Ability

    You can also sometimes just do melodies by themselves. Get them down on paper or recorded via MIDI or audio then figure out chords and arrangement later.
  8. nsmadsen

    New to Forum - Feedback on Current Musical Ability

    Tom, I think he's asking for music collaborations, not gaming projects - given the first part of his sentence. President Rodgers - Link your music to Youtube or Soundcloud. You'll get a ton more listens that way. Folks don't usually want to download people's files. Emerald Eyes - interesting groove and vibe. The synth "mouth" type part gets a bit annoying after a while. I don't feel like it adds that much to your song. Overall, this music feels pretty generic to be honest. I mean that in the sense that there's not a super strong melodic theme or branding component to it. Instead this music could be great filler music to make a certain mood in a level but wouldn't work as well as the main theme for a video game. You get what I'm saying? Also your bass is pretty high in the mix. It's making some things a bit muddy. Hope that helps! Thanks for sharing! Nate
  9. nsmadsen

    Arigato

    Some fun elements here! It has a nice retro feel and vibe to it. I do wish there was a bit more dynamic variety between sections. For example, right now it feels like the bass part is playing in the same manner regardless if it's the full ensemble or just a piano soloing. Whereas a real bassist would probably change their attack and their patterns a bit more for the full(er) more complex sections. I liked some of the harmonic choices you made! The brass parts could stand to have a lot more automation on them to help those swells and hits really have more impact. Keep it up! Nice stuff!
  10. nsmadsen

    Adventure game music

    You're totally welcome!
  11. nsmadsen

    Adventure game music

    Nice stuff! Here's some of my thoughts about your work: - intro sequence - looks really cool and sounds great. I do wish your low end had more impact however. I think that would really raise the level of drama and add a bit more polish. Rime - the aggressive cello at the beginning feels very odd to me. This could be because I actually played all the way through Rime and own the OST. But even if I hadn't, visually there's not much going on and the piano that follows the cello is quite subdued. So why the aggressive start? - Be careful adding sound design to your music reels. For example at 23 seconds the main character splashes the water with his legs and it's a close up shot. But there's no sound. So my advice would be to either do all the sound design as well or leave it out completely. Otherwise it feels like unfinished work. As the trailer goes on, there's no sound design at all. This feels lopsided. - 40 seconds in - VERY nice moment! Really loved the build and the evolution here. - around 1:09 - bring out the bass clarinet more. That's a nice line and texture and it's under served in my opinion. But lovely writing! - Consider a cymbal scrape at 1:14. - The run up to 1:20 feels forced to me. I get what you're going for and wanting to convey but it doesn't feel prepared enough. Actually, it could be more than the final note that string layer/loop/etc just dies off after a big moment. And another string texture takes over. So it feels very isolated to my ears. An actual ensemble would have that build up and then kept those elements in playing long tones instead of taking them out. I hope that makes sense - probably butchered what I was trying to say. Overall, I'm noticing no percussion and I think that would really help improve the "performance" of this piece. Some cymbal swells in transitions, timpani hits, aux perc, etc. You have some excellent ideas but they don't feel as connected as they could. And without percussion the piece doesn't have as big of an impact (no pun intended) in key moments. Also in some places your string sections are just too loud. Part of what Rime work so well is the great dynamics used in the original OST. Experiment with letting your string sections have some really quiet, pianissimo sections! - the ending guitar string plucks feel odd. Instead I would just let the strings fade out. You have a lot of talent and are doing great work! Just need to push it a bit further for that next big milestone. I hope that helps.
  12. nsmadsen

    Requirements for a sound artist in Games

    All I can speak to is my own experiences which include 4 in-house positions as well as 5 years of freelancing full time. (Technically, I've been freelancing for 13 years solid but only 5 years where it was my main, full time gig.) And in all of those experiences, I've had audio directors give me audio tests. Take a chunk of the game or video, score it/sound design it/mix it and submit it for review. Then usually the audio director would chat with me afterwards about my approaches and want to know my reasoning behind it all. But let's back up a bit. For larger companies, I'd usually have 1-2 interviews with a more general, HR type person. Then after passing those, I'd get an interview with an audio person (if there was one). For smaller teams, this may not be the case. But even with smaller teams, usually a client wants to hear my audio, may have a very tiny sound test for me to do (but not always) and then wants to know my rate and my timeframe. Wow, that does really suck! But this is a special case. Most of the time, unless you're working with a team of audio dudes n gals, you're going to be creating and sending the audio files to the developer directly. So none of these issues you've pointed out would happen in MOST cases. (There are always exceptions of course) Trading audio session files rarely happens when I'm freelancing. Heck, it rarely happens in my current in-house job and we're an audio team of four people! Usually if I need something from someone else they make that track by referencing a mix of my stuff. Even when I'm subcontracting out recording work for pieces I'm doing for a client - my subcontractors are working off a mix I've provided, not sharing my actual session. So, what you've cited above doesn't really apply to most of the game dev I've been a part of in the last 13 years. Sometimes in rare cases it does. Like when I did some dialog editing for a film trailer and we were all using Pro Tools. But in most of my work, it's simply not been an issue. Which is why I go back to most devs want to know: - how good is your audio? - how much will it cost? - how long will it take for you to make it all?
  13. nsmadsen

    New Vlog Episode: Are you Hyper Critical?

    Episode 2 is now out!
  14. https://www.audiokinetic.com/library/2017.2.5_6619/?source=WwiseProjectAdventure&id=setting_audio_channel_configuration
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!