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  • Old code never dies, it just fades away
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  • Life in the cereal box....
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  • Pixelante
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  • The Log: Cloud Ocean
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  • Don't forget, it's supposed to be fun!
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  • Just Glad to Be Here
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  • Ep's tool-dev diary
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  • The Adventures of a Universal Traveller
  • Merry Prankster Games
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  • Software Renderer in 28 days
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  • Untitled
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  • My Newbie GD Journal
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  • Windows [Phone | 8] musings
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  • Isolate Development
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  • The Pixel Ocean
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  • Tachyon Wars
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  • Treehouse Gaming
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  • Graphics Engine Development
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  • Skipping a D
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  • Elucidation
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  • DudeMiester Speaks!
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  • Dark Horse Software
  • Digital adventures through the third dimension
  • Gnoblins - Development journal of an indie game
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  • Wavesonics Pseudo-Random Journal Generator
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  • Feathers and Code
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  • Dans Journal
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  • True, False, Maybe
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Found 28 results

  1. Greetings, I am Anthony Febres, a music composer focused mainly on electronic and experimental tracks. I try to compose music that tells a story rather than a genre. This is a sample of my work. I'd immensely appreciate any feedback on it! Warm regards!
  2. I am a musician/composer looking for work. I love music and games so its easy to put the two together. I have worked on a couple different projects, one a side scroller, the other a 2D horror rpg. My Soundcloud has music from when I first started to now. I am pretty much willing and ready to work on any type of game. I want to begin making a name for myself and figured this is a great place to start. ---> Soundcloud Link <---
  3. Hello, my name is Remi and I am a Music Composer, Classical Pianist, Drummer and Sound engineer. I have a passion for mixing Old School Sounds with Modern Sounds (for example 8bit with an Orchestra and a Hip Hop Beat). Have a look at my SoundCloud : I am looking for a team to join on a new game. I know how to use Wwise (middleware to implement sound in Video Games), and am currently learning integration through Unity. I hope you enjoy listening to my tracks and thank you for reading this post! Email: composeremi@gmail.com Feel free to contact me. Remi
  4. Hi there! I am currently developing a text-based android game on android. The player will have multiple choices throughout the story that would effect the outcome in the end. I am planning to produce the game in both Arabic and English and upload it to Google Play Store containing Ads. I need: 1- Designer that can serve as concept designer for the game's backgrounds in different states, and design the buttons and simple UI used within the game itself. 2- Sounds engineer to improve upon the sounds I'm using within the game and create an immersive experience. I would like to mention that we would be working in this project as a team and everyone will consider this game as their own and not just be bossed around by me Thanks for reading this, looking forward to your application. P.S. If you're a designer, I'd love to see some of your work alongside your application.
  5. Hi everyone ! I'm new to this forum, i've discovered it today and he seems really interesting ! To introduce myself i'm a beginner in game programming in general, never done it before... i have 1 year of C++ with me and 1 month of OpenGL at this moment... few days ago i had the idea to create a dance dance revolution like game for educational purpose only i made some research on the internet and i've found something called stepmania, an open source version of DDR, another thing called "FMOD" that allows me to detect BPM from a song and also "SDL" which is a 2D library you can use for making 2D games. Thanks to my research i started to get an idea how how i could develop that kind of gameplay with all of these elements but unfortunatly it is too difficult for me to detect beat and bars from a song so i checked for another solution and i found that stepmania was using a special file format called "*.sm" file where many infos are stored such as song bpm, artist name, arrows that appears during the song etc... so i tough about making a program that parse the selected sm file, stores the datas from it and displaying the sm file's arrows on the screen in order to reproduce the DDR gameplay but i also have trouble doing this because i have never done file parsing before... I'm a bit lost in this part... if anyone have any advice or wants to help me i will really appreciate it. Thank your reading. Regards. ps : sorry for my english.
  6. Hello, my name is Ann and I am freelance audio producer and composer from Ukraine. Making music for games is my passion.I'm looking for interesting game projects or trailers of different genres.I've already been successfully involved into sci-fi genres, casual, slot games and medieval RPG.My music demo-reel: https://soundcloud.com/ann-la-shar/sets/demo-reel Please contact me : annlashar88@gmail.comand skype: djakonda_anet
  7. Getting Real Instruments?

    I'm developing a game, but how will I afford real instruments, like a contrabassoon,bass clarinet,brass,woodwinds,strings,drums,etc?
  8. GREETINGS FROM THE COMPOSER! Originally posted on FidelumGames.wordpress.com A few months back I was looking for projects that would be in need of a composer. Jake did contact me via GameDev.net and asked if I’d be interested doing musics to his game and since I’ve always been a huge fan of fantasy RPGs decision wasn’t really that hard to make, even though there was quite a lot going on at that time (I was offered six game music projects at that time, I had quite recently started in a new job ect.). Style of the game and the musics just seemed right for my style. Okay. Then who actually I am? My name is Mika Pilke. A Finnish hobbyist musician who has been playing around with music for about 20 years now. I’ve been writing music for years, but just lately I’ve felt that my material and quality of the mix have archieved the level where it is possible to actually consider accepting composing projects. I don’t really know how many songs I’ve written totally, but total number is probably somewhere between 150-200. I have also played in several bands too (mostly as a lead guitarist and/or as a singer), but I guess I never truly found comfort in playing live which is a chaotic moment where your senses are dampened and you can barely hear anything, let alone the small details (which I do find important). I’ve always felt that making music all alone, at night, in a dark room is what I actually love the most. It’s intensity, 100% focus and the flow. Tools Nowadays (and at this level) the magic happens mostly by using virtual instruments. I use Reaper as a DAW, a midi-keyboard (Axiom61) and various VST/VSTi/VST3/VST3i instruments from various companies (like Native Instruments, Steinberg and Spitfire Audio). But sometimes it also might add some extra punch to actually record something from the real world too, so I also have Shure Beta 58A, Rode NT1-A and Zoom H1 for recording sound. M-Audio Fast Track Pro serves mostly as an audio interface (and Behringer U-Phoria UM2 as for backup, or for recording sessions that are located elsewhere and you’re too lazy to unconnect M-Audio from the computer). In the end it’s quite a simple, but somewhat capable setup. And still somewhat cost effective too, even though software is not cheap. What is the meaning of music? Music and soundscapes are easily undervalued and even forgotten elements, yet they have (mostly passively) a strong impact to viewers/gamers emotions. I believe music is actually one of the key elements that will define the game’s identity and it has a strong purpose in creating memorable moments and atmospheres. I would even go as far to say that all the visual content is the body but music makes the very soul of the game. When these two elements are combined, sometimes there is a change to create something truly unforgettable. And of course sometimes a good storyline helps too ect. 🙂 But after all, how many games that have become a legend, has a bad soundtrack (if there are any, that is)? So there are quite a lot reasons to take music writing seriously. It’s a job that comes with a great responsibility and it’s a matter I wish to handle with a proper care and passion. One of my creations for The Wayfarer: BR Mika Pilke PS. Check out Mika's YouTube channel!
  9. ( The position has currently been taken, thanks! ) Hello! I am looking for someone who would like to make some music for my game "Vantage: Primitive Survival Game" which I plan to be releasing on Steam Early Access soon. I already have title music, however I would also like to have some in-game music as well. The theme of the music is of course "primitive". To have an idea of what I am looking for, take at a look at the Early Access Steam page here, and watch the video for a sample of the type of music. http://store.steampowered.com/app/342910/Vantage_Primitive_Survival_Game/ Contact me if interested at: carradine@crystaldragon.com Thanks!
  10. Good afternoon! I have recently joined this community. I want to learn many new things on the videogame soundtracks area . Besides being aware of the projects of others (music, videogames, scripting...), because I find something very interesting. Today I would like to share with you two themes that I have recently composed. I would like to try soon to do some tracks dedicated to being a hypothetical soundtrack, but I still need to improve a lot, and take advice from people who know about this, and who doesn't but wants to give a constructive advice :] Thank you very much. You will probably see me through other posts here in GameDev. I see that the people here are great and the community very rich in culture, ideas and good atmosphere.
  11. I'm pretty new to the industry so it's early days for me. I'm looking to put together a demo reel of music to market myself as a composer/producer of game music. Does anyone have any advice on optomising a game music demo reel to cover key themes and functions to best make it relevant to developers in today's market? Should I look to cover a niche (I tend to create pretty abstract stuff that probably best suits sci-fi), or try to cover as broad a range as possible?
  12. Hi everyone, I'm JK. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I'd like to share my music/sfx collection and gigs. My Royalty Free Music/SFX collection here. https://www.pond5.com/artist/jaksanapong#1/collections ***How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Here is my portfolio Need a custom music/sfx? you can hire me here 1. For a short-term project (music and sfx will be finished in 3 - 10 days) https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video 2. For a long -term project (longer than 10 days for a work) https://www.upwork.com/o/profiles/users/_~01918be5a203a10faa/ https://soundcloud.com/rockman154-1 PS. If you're not comfortable with hiring me through a platform, you can directly message me or email me here jaksanapong@gmail.com and we'll figure out the best way to work together I'm really excited to work with you guys Thanks JK
  13. I found this channel recently and have found it to be a gold mine of insight and tips on composing for film. Just thought I'd share. Does anyone know of any similar channels that are more game music specific?
  14. Sounds in Roundrick

    Hi, My name is Alex Mars from sound design studio AK Audio. In this video, I would like to show you an interesting approach I've made for making sounds in the game called Roundrick. First of all, let me show you a quick clip of the gameplay. Pay attention to the sounds. Here I split sounds into 3 categories: sounds of the gameplay, sounds of the map city builder, UI sounds. To implement all sounds and music we use FMOD Studio. This program helped me implement all sounds without bothering the programmers' team. Let's start with sounds we hear while we are on the map. Besides the music, we decided to create sounds for objects that you can see on the map. This is a forest level, so in order to make the background music more interesting we created a system with bird sound effects. I have recorded 11 samples of singing birds which fit each other. In FMOD Studio these samples play in random order with a random delay, pitch, volume, and panning. This creates a non linear ambiance of the forest from just 11 short samples. There are several background objects which live their own life: waterfall, sawmill, elixir farm and so on. When you scroll closer to any of these objects, the sound gets louder and clearer. We paid lots of attention to the sounds of resources. Because resources are a very important part of the game, we decided to create variational sounds. Sounds of gold, crystals, wood, and elixir sounds that reflect what happens on the screen. For example, for gold, I recorded the sound of dropping different coins. I recorded the sound of a single coin and a bunch of coins. When resources appear on the screen FMOD plays a random sound of a bunch of coins. But when coins are dropped to the player's wallet I created another simple system. I chose 8 coin samples and when the gold drops into the wallet, FMOD plays a random sample of a coin dropped with pitch and volume variation. This way it sounds like a different sample is played every time. As a result, no matter how much gold you have you'll continue to hear very nice and catchy sound of gold. I used the same system for other resources. For example, for the elixir, I recorded the sound of perfume bottles. After processing I chose 6 different samples and programmed it like the gold. The windmill needs to be fixed in order to advance to the next map of the game. So to help the player figure this out we made the sound of the windmill get louder and clearer when you scroll closer to the mill. This sound is synced to the animation. When the gear is bouncing you can hear the sounds of knocking metal and broken mechanisms. When you fix the mill the sound changes and it syncs to the moving blade's animation. For this sound, I've recorded whoosh sounds of a moving rope and lowered the pitch. One more important object in the game is the daily treasure chest. When the chest is ready to be opened, it starts to glow. I created a magic sound which sounds louder when you get closer to the chest. Now let's talk about gameplay sounds. In the main gameplay, most of the sounds are connected to the ball movement. When audio samples play over each other they can sometimes create phase distortions. That's why it's important that we have different sounds. For the sound of the bouncing ball, I've made 2 layers: sounds of two balls. Each layer has some variations. At the end, they layer with many different combinations. In each layer, sounds have random pitch and volume modulation. This way we have more variations. The ball runs faster in the game by a specific algorithm, that's why I needed to change its sound compared to the speed of the ball. If the ball runs faster the sounds are brighter and louder. A similar system is used on the impact sound when the ball hits the enemy. In this sound, we have 3 layers with different variations. This sound also changes compared to the speed of the ball. The sound we hear when we shoot the ball is also quite interesting. The player can shoot very fast, or slowly when finding the direction to start the ball. That's why this sound should follow the behavior. When the ball has been shot, the trigger OnStart is set. That makes FMOD move to the marker Start. When the player cancels the shot, the OnCancel is set and we no longer hear the sound of the shot. All enemies also have their own variations. Each level contains the same type of enemies with the same type of sounds and variations. After a while, you'll grow tired of hearing the same enemy sounds. With FMOD Studio I not only have the possibility to implement sounds with variations but also control the overall mix, loudness. I also set different file size compressions on different events which help to decrease the size of the game. For example, less important mid frequency sounds have more compression to make them a smaller file size. You can find more information about AK Audio sound design studio at akaudio.com Thanks for watching. I'll see you soon.
  15. Your project will be filled with bright and juicy sound, and the music will be recognized from the very first notes! Our studio employs experienced specialists, so everyone is a professional in the business – musicians compose hits, sound designers create colorful sound effects, and dubbing actors play voices alive. Our team will help you to implement any idea in the field of sound – from rich and unique sound effects up to fascinating and thought-out soundtrack! We love and appreciate our customers, providing individual and responsible approach to every project. You will have full control over the operation and get a great result precisely to the intended deadline!Portfolio and contacts on our website: http://www.onsoundwaves.comhttps://soundcloud.com/onsoundwaveshttps://www.youtube.com/user/OnSoundWaves/videosContacts:https://www.facebook.com/yakovlev.jskype: yakovlev.jmail: info@onsoundwaves.comReasons to choose us? We have developed sound design for more than 100 projects; We can develop for you a unique sound design of the highest quality – your project will be implemented by the professionals who work in game development and have extensive experience in sound design for a number of successful projects; We can help you to develop the terms of reference; We will do a test job on your project, so you can make sure of the quality of our work and the advantages of working with us; We always meet deadlines; You can contact us anytime and learn about the work process on your project; Transfer of audio content is done by contract.
  16. So in my efforts to see if I can produce something speedily, I spent about five hours this afternoon working on this piece from scratch. It's about 53 seconds and loops once in this track (to demonstrate that it loops seamlessly). It's a slow piece (obviously) that uses a grand total of 9 instrument patches, which is a really low number compared to the last one I posted here (the "Adventure Theme" had some 70+). The solo oboe has 3, with a harp, and one for each string section. I think about 3 hours were spent on the composition itself altogether. I did a LOT of micromanaging the modulation (cc1) and expression midi controls on all the parts, but since the strings are all together, I only needed to do that once for the section, and then a lot of work on those controls and velocities on the oboe part. Beyond that are details like balancing and timing (string patches can be wonky with timing). How does that sound? I think of a track like this looping during a tragic scene in a game. I imagined the venerable Yasunori Mitsuda's somber piece "Tears of the Stars Hearts of the People" in Xenogears and this track serving a similar purpose.
  17. Head over to http://www.mikionline.site/ and fill the form on the contact page if you have any interest in this game. It's a 2D game set in a viking mythological world.
  18. I'm looking to build a portfolio of game music and as such I am offering my services as a composer to create music for your games, tailored entirely to your needs. All platforms and genres are welcome.
  19. One question I have for this track that is whether it sounds like it loops in a good place - it may be a bit jarring and need a better segue. The arrangement (like most of my work) can be kind of nuanced, so balance in harmonies can be something that can have me spending time considering - I wonder about the dynamic contrast a little. Note: I DID read the sticky posts like the one about whether a track is appropriate for a game. I'm considering it, but may have some useful general questions (not necessarily about this track per se). I wrote a couple of compositions (where I've squeezed in the time) for portfolio purposes. This one was written as a demonstration of music for overworld exploration. I turned on the old Ocarina of Time and galloped around Hyrule field a bit to this track and I thought it sounded all right with it. That's basically what I was aiming for. One question I have - using this track as an example - is, realistically, how fast might I be expected to write a track like this? Quite frankly, I can tell that a lot of composers for games (and this is not particularly a criticism), especially for smaller projects, use pretty simple orchestrations and are not taking the time to do some careful work with the midi controls, basically everything that's entailed in making a nuanced/realistic performance out of virtual instruments. Again I'm sure that's fine for many purposes as I think it comes across as a style of its own sometimes, kind of "video gamey." So my concern is just practical here. I spent a lot of time thinking about rates and asked on another forum and got a TON of lectures like "they're not paying you for your time but for your musicianship," basically saying that (apparently) it's industry standard to charge per minute of music. I'm also a programmer, in which it IS industry standard, from all that I've heard, to charge per the amount of time the programmer actually spends on a project (I'm doing freelance with that and that's how I charge). My own (albeit limited) experience with composing is that a minute of music can vary WILDLY depending on what sort of arrangement is going on. To that end I can also see something like this being a bit out of place on (say) some game made for mobile . I've been in the realm of virtual orchestras for a while and learning all that's entailed in putting those projects together and done a lot of learning. In general I'm trying to ascertain my "readiness" for going into business. What sort of portfolio should be prepared as a game composer? I wrote a menu theme for a game before, I wrote another town theme (hadn't had one before that), and there's this, and I have some other work that is/was background music for other game experiences. Most of what I write is very, very melodic and very very "present." I THINK it can have a place as background music - not unheard of for the kind of music that grabs attention also to be background music, with Michael Giacchino's "Medal of Honor" soundtracks coming to mind - but maybe I need some more background-ish music too, works that sound more out of the way. What do you think? Hopefully my explanation gives the gist of what I'm trying to figure out, which basically amounts to understanding what's between me and being ready to put myself out there for whatever game gig I might be fortunate enough to work on and where I should think of heading from here. Thanks!
  20. Is anyone else here going to take the Video Game Music Academy 21-day composition challenge? http://go.vgmacademy.com/21days It's not a competition, just for fun and to create a habit of writing music every day I signed up and I immediately started composing as I got really inspired by the checkbox Quest Logs they sent. Theres a lot of ideas what kind of compositional techniques and styles you could try and it's so much easier to start composing something with constrains than just a blank paper with every possible style. Heres a short composition I made yesterday by using some compound meters, mostly 5/4 or actually 15/12: I try to share my best pieces in this topic and you can do the same. I try to keep up writing every day at least something even if I have long weekends doing gigs. Hope many of you try this challenge also
  21. Hi everyone, I'm JK. I has been working with game developers for several years. I have written music in many styles for a wide range of games: Arcade, Action, Adventure, Casual, Puzzle, 8bit/chiptune. I'd like to share my music/sfx collection and gigs. My Royalty Free Music/SFX collection here. https://www.pond5.com/artist/jaksanapong#1/collections ***How does Royalty Free work? It's easy. You just buy them for one time and then you can use them for all of your commercial project without any additional fee. Here is my portfolio Need a custom music/sfx? you can hire me here 1. For a short-term project (music and sfx will be finished in 3 - 10 days) https://www.fiverr.com/jaksanapong/create-original-music-loop-for-your-game-or-video 2. For a long -term project (longer than 10 days for a work) https://www.upwork.com/o/profiles/users/_~01918be5a203a10faa/ https://soundcloud.com/rockman154-1 PS. If you're not comfortable with hiring me through a platform, you can directly message me or email me here jaksanapong@gmail.com and we'll figure out the best way to work together I'm really excited to work with you guys Thanks JK
  22. Hello! My name is Jayce Clemons. I'm a music composer with almost 10 years experience writing for film, video games, and other media projects. I've worked mostly with students as well as some professionals and amateurs. My music covers a wide range of styles and I'm capable of meeting specific musical and sound needs of any project. You can check out some of my work at www.jayceclemons.com. Please contact me if you like what you hear and would like to work with me, thanks! Jayce
  23. Hello! My name is Jayce Clemons. I'm a music composer with almost 10 years experience writing for film, video games, and other media projects. I've worked mostly with students as well as some professionals and amateurs. My music covers a wide range of styles and I'm capable of meeting specific musical and sound needs of any project. You can check out some of my work at www.jayceclemons.com. Please contact me if you like what you hear and would like to work with me, thanks! Jayce
  24. Music Packs for Video Games

    Hello, As video games developers I'd like to know your opinions about this: I own a music licensing library and I'm about to launch a new product: music packs for video games. These packs would include: 1 Menu theme 1 Main Theme 1 Success music 1 Defeat music License: 1 single video game with unlimited sales and downloads, royalty free, forever, worldwide. Price: $40/50 As game dev, what do you think about the pack, price, tracks included? Do you think it can be attractive for you? If not, why not. Thank you very much, AudioNectar
  25. The new video is out now!

    The new video for Charly Men's BIZARRE is out! This video is about the progress of texturing the first game location, the appartement of main-character Charly Clearwater. (created with Unreal Engine 4) If you have any questions about the texturing or the development, feel free to ask!