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ccmm-composer

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A member registered Sep 24, 2019 · View creator page →

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This game is really cute and charming. It's a well thought-out story for a game of this scope and the characters are funny. Platforming and shooting feels good as well.

The only issue I had was that it isn't quite clear what to do in a few instances. Like intentionally killing the player at the beginning (though that's admittedly clever) and knowing to go through the 'Danger' sign in the bottom left after encountering the hacker for the first time. But these are honestly fairly minor.

Nice game, well-done.

The platforming part feels fluid enough to be able to comfortably and accurately move forward. Other than the fact that every death resets you back to the very beginning, the difficultly actually feels reasonable despite the warning.

Just a couple of things: one, I'm afraid that audio was not cutting it for me. A 2-second loop that doesn't quite loop properly. In this instance, I'm afraid that silence would've just been better. And two, I don't think the "powerup" at the beginning was needed. Perhaps just state that you can double jump in the menu.

This game is clever in its design with the idea of having only limited visibility to see and deal with the obstacles, but I believe that a little more polish is needed in order to really perfect the game's execution.

The primary thing that should be updated is the player's hitbox. I think it's perfectly fine to have tight, confined spaces like the room on the left with the spikes; it adds to the challenge as necessary. However, the experience feels a little cheated when the player gets a game over, even though the character model didn't truly collide with the spikes.

Other than that, the game is short and effective.

The visuals and audio complement each other very well, and they both result in the player getting lost in the environment, both literally and figuratively. I can honestly see this as being a very effective VR title (if it were first-person, of course). It's simple, but effective. Nicely done.

It's definitely a nice iteration on the original Snake game. Hardcore is definitely representative of the difficulty - I won't be getting a very high score with Collision on, that's for sure.

This game offers exactly what it advertises: a meditative little puzzler. The visuals and audio feed into that very well, and having the game be in black and white really serves this sort of comfortable simple concept. I think it blends very well together.

There are a couple of negatives that do break from the immersion a bit. First, there's a slippery effect when you turn the player. In a relaxing game where precision is necessary, having to constantly shift around because your line keeps sliding off of your target is a tad on the annoying side. Second, and this one's a bit more subtle, the music could just go through a tiny bit of mixing to really bring it over the edge into amazing. It doesn't happen often, but there are a few choice high notes that are louder than the rest, and that too breaks from the immersion.

If you plan to continue working on this game after the jam is over, I really think it could turn something amazing. It's just fun and zen, which isn't a trait you see in many video games nowadays.

For the positives, the visuals are actually quite nice for what this game is, though the screen can get a bit too cluttered very quickly. The hearts can also afford to be a little more different from the enemies.

With that said, there are a few issues to report. It's unclear how much health the player has with no visible health counter, and it's unclear when a player is picking up additional health or crashing into other ships. There just aren't any visual indicators that gives the player any information about how they're doing during the game.

The building blocks for this game are definitely there, I can tell. It just needs some polish and testing!

This game is beautifully-built and it benefits greatly from its simplicity.  Including the mechanics of hitting the flag poles and narrowly dodging the trees helps to enhance the complexity of the game and informs the player's choice on where to go. Its not just about avoiding everything and hoping for the best.

The music, while also simple, is effective for what the game is designed for. Its fun and engaging and the style suits the graphics very well. Props to the composer.

1 more Wwise-Unity Overviews for the books! Check out Black Blizzard!

Also check out the game here: https://jammmz.itch.io/black-blizzard

It's a fun little game that is mostly driven by its mechanics. There's not much to say about it - it was probably the exact length it needed to be before the small mechanics started becoming a little repetitive. And the lack of sound made it a little more difficult to engage with it. I'm glad I played it, though!

If you have a chance and are interested, feel free to check our jam game, Black Blizzard: https://itch.io/jam/screamortality/rate/978095

I'll get through the negatives really quick, because I have a bunch of positives afterwards. The dying mechanic just seems a little off. Like I'll be moving and maybe have a decent indicator that there's something behind me - then it'll just say that I'm Dead. With no accompaniment or measurement of progressively dying, just being dead right off the back just seems... unwarranted? And sometimes the respawning is a little broken. When I died in the first area and respawned, I was stuck in an endless loop where the creature was right at the spawn with me and constantly triggered the death state.

Now let's get to the positives. A massive round of applause to your sound designer(s) and character designer(s). The sounds kept me captivated from beginning to end and the stingers were well-placed and kept me right on my toes. And those creatures... I wasn't exactly sold on the first one, but when I saw the spider coming right at me and that sick abomination in the cave. Oh yeah, you had me after that. Well-done. Gameplay also felt fairly good as well. Walking and running felt okay and I never felt like I was walking in a bunch of circles to find the next objective.

With a little bit of fine tuning, this probably would've gotten a perfect score. But for now, it was just shy of perfect. Well done.

if you have time and a chance to check out our game jam game, Black Blizzard, I would greatly appreciate it: https://itch.io/jam/screamortality/rate/978095

It looks like this game has a really nice direction aesthetic and story-wise, but for the most part, it just seems unfinished and untested. Audio is a bit finicky in the beginning, the player frequently goes underneath objects in the scene, and it's very unclear as to what you're supposed to do. I've played the game twice, getting the same result each time where, after getting caught by the father for leaving the room when you're supposed to read a book for 6 hours, I get stuck in the next with no known way of getting out.

It just looks like this game needs more time to develop, and given more time, it can be pretty cool.

If you're interested and have the time to do so, feel free to check out our jam game, Black Blizzard: https://itch.io/jam/screamortality/rate/978095

This is a cool concept of giving the player no impression to start with, only give them a few options to work with, then some cryptic text to decipher through times and iterations of play. The constant curiosity of what's coming after you and the doubt of whether what you're doing is even effective to combat against it. It's nice - allows the player's imagination to do a lot of the core work.

If you have the time, feel free to check out our game, Black Blizzard, if you're interested: https://itch.io/jam/screamortality/rate/978095

A very simple experience. For the most part, the story remains relatively vague and leaves a lot of the story-telling to the player's imagination. Some of that is effective, but there are times when I yearned for more details of what's going on. Maybe some more flavor text to help engage me as the player since there aren't very many visual and auditory stimuli to keep me drawn in.

But for the aesthetic that you presented, the game works well.

If you have the time, feel free to check out our game as well: Black Blizzard. https://itch.io/jam/screamortality/rate/978095

First off, hats off to the sound designer. The sound effects are excellently-placed, the ambience fits the tone perfectly, and the stingers are a HUGE help to developing your horror aesthetic. It's sound implementation like this that makes me particularly giddy about game audio.

Coupled with that are awesome graphics and a great, yet simple, story that helps players get immersed in your world right from the get-go. And seriously, with a game like this, I was tense all the way through, then I get a ending that just... felt good. A nice tone shift without it feeling jarring; that's nice.

The only issue I ran into was how object layering worked: the player can go on top of trees, but not behind lamp posts. But it really didn't take away much from the overall experience.

Nicely done, I'm glad I played this.

If you have the time, feel free to check out Black Blizzard: https://itch.io/jam/screamortality/rate/978095

This game has an awesome visual and auditory aesthetic: the visuals are very reminiscent of old Doom games while the music takes a turn from usual horror games and almost makes it... solemn. Sad. I don't know if it adds to a horror tone for the game, but I like it, it's nice.

Shooting feels pretty nice, and I think there's a decent balance of how often the monsters spawn and the variation of the monsters themselves. There's just one thing you have to be careful of: when you die and return to the menu, the music starts playing again and layers on top of the original iteration, so now 2 are playing at the same time.

Really nice game. Fun, simple, and sets its tone well.

If you have the time, feel free to play Black Blizzard as well: https://itch.io/jam/screamortality/rate/978095

Very really and truly, I have chills. This is an incredible example of how to convey a lot with a little. And as I played, things I didn't like in the beginning ended up getting better with time. I wasn't a big fan of the crackling noises, but as I found out more about AfterLife, it suddenly became more about the experience. The same thing happened with the angel. She seemed out of place at first, but then became a grand part of the experience.

Well done, truly.

And if you have the chance, feel free to check out Black Blizzard: https://itch.io/jam/screamortality/rate/978095 

In essence, this is a really concept for a game. The audio and aesthetic choices meshed very well and it's easy to get immersed with the world that you've created.

I did run into a couple of small issues, though, both of which I believe are fairly paramount to the success of the gameplay. First, the wall sticking/climb mechanic is a little awkward. Maybe it's just me not vibing well with the mechanics or the controls, but I couldn't quite get the concept down. And second, I wish there was a little more impact to being hit. I know there's a sound when you're hurt and that does give some auditory response, but more times than not, I'll die and not really see it coming. I'd wonder where all of my health went.

It really is a cool game - I think it just needs some fine-tuning.

Feel free to check out our game as well if you have the time: https://itch.io/jam/screamortality/rate/978095

A few things:

• Your visuals and audio don't quite aid in creating the atmosphere that you're likely after with the horror or even action atmosphere. The music, in particular, is definitely not representative of what's happening in the world. In some places, silence would've served you a lot better.

• No item descriptions for the Bandage and the Energy Drink.

• Maybe it's just me, but the random encounters are a tad too plentiful. When I went outside, it took me 4-5 battle encounters just to get from the upper end of the building to the lower ending of the building.

Bugs:

• A lot of things you shouldn't be allowed to walk on: some blood splatters on the wall, small rat holes in the wall.

It's a really great start, honestly. With a couple of visual and audio changes, you can make a nice tone to match the story you have going. Good luck with continuing forward with this.

And of course, feel free to check out our game, Black Blizzard: https://itch.io/jam/screamortality/rate/978095

I have now released 2 more Wwise - Unity Overviews!

Gunman From Hell:

DualRacer:

Hello! I am looking to be a participant of Feel the Beat! and offer my services as composer, sound designer, and/or audio programmer. Just like I do with the other game jams I participate in, I supply my own music and personally-recorded SFX, and implement them into your Unity/Unreal Engine 4 projects using Wwise as a middleware.

If you want to get an idea of what I do, check out some of the videos in my profile! https://ccmm-composer.itch.io/

If you want to get ahold of me, the best way to do so would be to friend me on Discord: Jake Gamelin #3799. If that's not possible, then private messaging me here works as well.

[Really quick, I wanted to mention that the Discord invite is invalid.]

Hello! I am looking to be a participant of Cyber Jam and offer my services as composer, sound designer, and/or audio programmer. Just like I do with the other game jams I participate in, I supply my own music and personally-recorded SFX, and implement them into your Unity/Unreal Engine 4 projects using Wwise as a middleware.

If you want to get an idea of what I do, check out some of the videos in my profile! https://ccmm-composer.itch.io/

If you want to get ahold of me, the best way to do so would be to friend me on Discord: Jake Gamelin #3799. If that's not possible, then private messaging me here works as well.

(3 edits)

Three new game soundtracks are now released, check them out!

DualRacer


Goblin Puncher


Franklin Thebest - Intergalactic Delivery Specialist

In GamePlusJam, I participated with two games.

Check them out!

Brackey's Game Jam just completed last weekend and I submitted sound design and programming for 2 games for it.

You can also hear the original soundtrack to Gunman From Hell here: 

Hello, my name is Jake Gamelin and I am an audio programmer, sound designer, and composer.

Proficiencies

  • Music: Sibelius, Pro Tools
  • Sound Design: Audacity, Sound Forge
  • Audio Programmer: Wwise, FMOD, Unity (C#), UE4 (C++ and Blueprints)

Additional Details

  • Payment is malleable and negotiable depending on the project. Upon messaging, give me your game's budget and we can work out a reasonable deal.
  • Payment is currently processed through PayPal.
  • Contact Details:
  • Additional portfolio materials provided upon request.

Game Jam Works


Original Compositions




Wwise Sound Design Tutorials